Merge Sphinx translations with Weblate translations

This commit is contained in:
Rémi Verschelde
2019-10-29 13:11:22 +01:00
parent 916bc6efa2
commit 652ffe1acc
3420 changed files with 50208 additions and 39384 deletions

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -44,9 +44,8 @@ msgstr ""
"in diesem Dokument angezeigt."
#: ../../docs/about/docs_changelog.rst:14
#, fuzzy
msgid "New tutorials since version 3.1"
msgstr "Neue Tutorials seit Version 3.0"
msgstr "Neue Tutorials seit Version 3.1"
#: ../../docs/about/docs_changelog.rst:17
#: ../../docs/about/docs_changelog.rst:110
@@ -64,27 +63,24 @@ msgid "2D"
msgstr "2D"
#: ../../docs/about/docs_changelog.rst:24
#, fuzzy
msgid ":ref:`doc_2d_sprite_animation`"
msgstr ":ref:`Szenenorganisation <doc_scene_organization>`"
msgstr ":ref:`2D-Sprite-Animation<doc_2d_sprite_animation>`"
#: ../../docs/about/docs_changelog.rst:27
msgid "Audio"
msgstr "Audio"
#: ../../docs/about/docs_changelog.rst:29
#, fuzzy
msgid ":ref:`doc_sync_with_audio`"
msgstr ":ref:`Shader <doc_shaders>`"
msgstr ":ref:`Audiosynchronisation <doc_sync_with_audio>`"
#: ../../docs/about/docs_changelog.rst:32
msgid "Math"
msgstr ""
msgstr "Mathematik"
#: ../../docs/about/docs_changelog.rst:34
#, fuzzy
msgid ":ref:`doc_beziers_and_curves`"
msgstr ":ref:`Shader <doc_shaders>`"
msgstr ":ref:`Beziers und Curvers <doc_beziers_and_curves>`"
#: ../../docs/about/docs_changelog.rst:35
#, fuzzy
@@ -93,7 +89,7 @@ msgstr ":ref:`Exportieren <doc_exporting>`"
#: ../../docs/about/docs_changelog.rst:38
msgid "Inputs"
msgstr ""
msgstr "Eingaben"
#: ../../docs/about/docs_changelog.rst:40
#, fuzzy
@@ -112,11 +108,11 @@ msgstr "Lokalisierung"
#: ../../docs/about/docs_changelog.rst:48
#: ../../docs/about/docs_changelog.rst:162
msgid "Shading"
msgstr "Shader"
msgstr "Shading"
#: ../../docs/about/docs_changelog.rst:50
msgid "Your First Shader Series:"
msgstr "Deine ersten Shader:"
msgstr "Deine erste Shader-Serie:"
#: ../../docs/about/docs_changelog.rst:52
#, fuzzy
@@ -141,7 +137,7 @@ msgstr ""
#: ../../docs/about/docs_changelog.rst:58
msgid "Networking"
msgstr ""
msgstr "Networking"
#: ../../docs/about/docs_changelog.rst:60
#, fuzzy
@@ -174,9 +170,8 @@ msgid "Multi-threading"
msgstr "Multi-Threading"
#: ../../docs/about/docs_changelog.rst:72
#, fuzzy
msgid ":ref:`doc_using_multiple_threads`"
msgstr ":ref:`Verwendung von MultiMesh's <doc_making_trees>`"
msgstr ":ref:`Verwendung mehreren Threads<doc_using_multiple_threads>`"
#: ../../docs/about/docs_changelog.rst:75
#: ../../docs/about/docs_changelog.rst:198
@@ -185,17 +180,15 @@ msgstr "Inhalte erstellen"
#: ../../docs/about/docs_changelog.rst:82
msgid "Procedural geometry series:"
msgstr ""
msgstr "Verfahrensgeometrie-Reihe:"
#: ../../docs/about/docs_changelog.rst:78
#, fuzzy
msgid ":ref:`Procedural geometry <toc-procedural_geometry>`"
msgstr ":ref:`Partikelshader <doc_particle_shader>`"
msgstr ":ref:`Prozedurale Geometrien <toc-procedural_geometry>`"
#: ../../docs/about/docs_changelog.rst:79
#, fuzzy
msgid ":ref:`doc_arraymesh`"
msgstr ":ref:`2D Meshes <doc_2d_meshes>`"
msgstr ":ref:`Arraymesh <doc_arraymesh>`"
#: ../../docs/about/docs_changelog.rst:80
#, fuzzy

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -774,7 +774,7 @@ msgstr ""
#: ../../docs/about/faq.rst:286
msgid "Why does Godot not use STL (Standard Template Library)"
msgstr ""
msgstr "Warum verwendet Godot nicht STL (Standard Template Library)"
#: ../../docs/about/faq.rst:288
msgid ""
@@ -782,12 +782,18 @@ msgid ""
"STL. We believe STL is a great general purpose library, but we had special "
"requirements for Godot."
msgstr ""
"Wie viele andere Bibliotheken (zum Beispiel QT) verzichtet auch Godot auf "
"den Einsatz der STL. Wir glauben, dass die STL eine großartige Allzweck-"
"Bibliothek ist, allerdings hatten wir besondere Anforderungen für Godot."
#: ../../docs/about/faq.rst:292
msgid ""
"STL templates create very large symbols, which results in huge debug "
"binaries. We use few templates with very short names instead."
msgstr ""
"STL-Vorlagen erzeugen sehr große Symbole und diese führen zu großen Debug-"
"Binärdateien. Wir verwenden stattdessen nur wenige Vorlagen mit sehr kurzen "
"Namen."
#: ../../docs/about/faq.rst:293
msgid ""
@@ -796,28 +802,41 @@ msgid ""
"O(1) access time for performance. Likewise, our hash map implementations are "
"designed to integrate seamlessly with internal engine types."
msgstr ""
"Die meisten unserer Container sind für spezielle Anforderungen ausgelegt, "
"wie z.B. Vector, welcher Copy on Write verwendet und wir verwenden, um Daten "
"weiterzugeben, oder das RID-System, das O(1)-Zugriffszeit für die Leistung "
"benötigt. Ebenso sind unsere Hash-Map-Implementierungen so konzipiert, dass "
"sie sich nahtlos in die internen Enginetypen integrieren lassen."
#: ../../docs/about/faq.rst:294
msgid ""
"Our containers have memory tracking built-in, which helps better track "
"memory usage."
msgstr ""
"Unsere Container wurden \"memory tracking\" mit eingebaut, was dabei hilft, "
"den Speichergebrauch besser verfolgen zu können."
#: ../../docs/about/faq.rst:295
msgid ""
"For large arrays, we use pooled memory, which can be mapped to either a "
"preallocated buffer or virtual memory."
msgstr ""
"Für den Gebrauch von großen Arrays, benutzen wir zusammengelegten Speicher, "
"der entweder einem vorab zugewiesenen Buffer oder einem virtuellen Speicher "
"zugeordnet werden kann."
#: ../../docs/about/faq.rst:296
msgid ""
"We use our custom String type, as the one provided by STL is too basic and "
"lacks proper internationalization support."
msgstr ""
"Wir verwenden unsere eigene angepasste String Klasse, da die von STL "
"bereitgestellte zu einfach ist und Internationalisierung nur unzureichend "
"unterstützt wird."
#: ../../docs/about/faq.rst:299
msgid "Why does Godot not use exceptions?"
msgstr ""
msgstr "Weshalb braucht Godot keine \"exceptions\"?"
#: ../../docs/about/faq.rst:301
msgid ""
@@ -826,16 +845,22 @@ msgid ""
"script), but then it will try to recover as gracefully as possible and keep "
"going."
msgstr ""
"Wir glauben Spiele sollten nicht Abstürzen, egal was auch passiert. Wenn "
"eine unerwartete Situation auftritt, dann schreibt Godot eine Fehlermeldung, "
"versucht dies danach aber so gut es geht wieder auszugleichen und weiter zu "
"laufen."
#: ../../docs/about/faq.rst:306
msgid ""
"Additionally, exceptions significantly increase binary size for the "
"executable."
msgstr ""
"Zusätzlich erhöhen sogenannte \"exceptions\" die Größe des schlussendlichen "
"ausführbaren Programm erheblich."
#: ../../docs/about/faq.rst:310
msgid "Why does Godot not enforce RTTI?"
msgstr ""
msgstr "Weshalb erzwingt Godot keine RTTI?"
#: ../../docs/about/faq.rst:312
msgid ""
@@ -843,10 +868,16 @@ msgid ""
"internally. Disabling RTTI in Godot means considerably smaller binary sizes "
"can be achieved, at a little performance cost."
msgstr ""
"Godot stellt sein eigenes Type-Casting-System bereit, welches, nach "
"Belieben, von der RTTI internen Gebrauch machen kann. Deaktiviertes RTTI in "
"Godot bedeutet deutlich kleinere Größe, der ausführbaren Programmen, mit dem "
"Nachteil einer wenig schlechteren Leistung."
#: ../../docs/about/faq.rst:317
msgid "Why does Godot not force users to implement DoD (Data oriented Design)?"
msgstr ""
"Weshalb zwingt Godot seine Benutzer nicht zum anwenden von DoD (Data "
"oriented Design)?"
#: ../../docs/about/faq.rst:319
msgid ""
@@ -854,6 +885,10 @@ msgid ""
"use cache coherency as best as possible, we believe most users don't really "
"need to be forced to use DoD practices."
msgstr ""
"Während Godot intern versucht, die Cache-Zusammenhänge für viele Aufgaben "
"mit hoher Leistung so gut wie möglich zu nutzen, sind wir der Meinung, dass "
"die meisten Benutzer nicht dazu gezwungen werden müssen, DoD-Methoden zu "
"gebrauchen."
#: ../../docs/about/faq.rst:323
msgid ""
@@ -863,12 +898,19 @@ msgid ""
"in, if you are moving a few hundred sprites or enemies per frame, DoD won't "
"help you, and you should consider a different approach to optimization."
msgstr ""
"DoD ist größtenteils eine Cache-Zusammenhang-Optimierung, mit welcher nur "
"eine erhebliche Leistungssteigerung erlangt werden kann, wenn diese mehrere "
"tausende Objekte berechnen muss. Wenn wenige Hundert Sprites oder Gegner "
"pro Bild bewegt werden, wird DoD keine Hilfe sein und eine andere "
"Herangehensweise der Optimierung sollte in Erwägung gezogen werden."
#: ../../docs/about/faq.rst:330
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 ""
"Die größte Mehrheit der Spiele brauchen dies nicht und Godot stellt "
"praktische Hilfen bereit, um die Arbeit in den meisten Fällen zu erledigen."
#: ../../docs/about/faq.rst:333
msgid ""
@@ -876,6 +918,9 @@ msgid ""
"needed, our recommendation is to use C++ and GDNative for the high "
"performance parts and GDScript (or C#) for the rest of the game."
msgstr ""
"Falls ein Spiel, das wirklich eine solch große Anzahl von Objekten benötigt, "
"wird von uns empfohlen C++ und GDNative für den Hochleistungsteil des Spiels "
"zu gebrauchen und für den Rest GDScript (oder C#)."
#: ../../docs/about/faq.rst:338
msgid "How can I support Godot development or contribute?"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -47,7 +47,7 @@ msgstr ""
#: ../../docs/about/introduction.rst:21
msgid "Before you start"
msgstr ""
msgstr "Bevor es losgeht"
#: ../../docs/about/introduction.rst:23
msgid ""
@@ -55,6 +55,9 @@ msgid ""
"video tutorials contributed by the community. If you prefer video to text, "
"those may be worth a look."
msgstr ""
"Die :ref:`Tutorials and resources <doc_community_tutorials>` Seite enthält "
"von der Community erstellte Video-Tutorials. Falls Sie lieber Videos "
"anschauen anstatt Texte zu lesen, mögen diese einen Blick wert sein."
#: ../../docs/about/introduction.rst:27
msgid ""
@@ -62,6 +65,9 @@ msgid ""
"find help on the various :ref:`Community channels <doc_community_channels>`, "
"especially the Godot Discord community, Q&A, and IRC."
msgstr ""
"Falls Sie Probleme mit einem der Tutorials oder einem Projekt haben, "
"befinden sich hier diverse :ref:`Community channels "
"<doc_community_channels>`, speziell die Godot Discord Community, Q&A und IRC."
#: ../../docs/about/introduction.rst:32
msgid "About Godot Engine"
@@ -196,11 +202,12 @@ msgstr ""
"Er enthält ebenfalls die :ref:`häufig gestellten Fragen <doc_faq>`."
#: ../../docs/about/introduction.rst:86
#, fuzzy
msgid ""
"The :ref:`sec-learn` section is the main *raison d'être* of this "
"documentation, as it contains all the necessary information on using the "
"engine to make games. It starts with the :ref:`Step by step <toc-learn-"
"step_by_step>` tutorial which should be the entry point for all new users."
"The :ref:`sec-learn` section is the *raison d'être* of this documentation, "
"as it contains all the necessary information on using the engine to make "
"games. It starts with the :ref:`Step by step <toc-learn-step_by_step>` "
"tutorial which should be the entry point for all new users."
msgstr ""
"Der Abschnitt :ref:`sec-learn` beschreibt den zentralen Zweck dieser "
"Dokumentation, da er alle nötigen Informationen zur Entwicklung von Spielen "

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -94,64 +94,57 @@ msgstr ""
"Mehr dazu hier: :ref:`doc_updating_the_class_reference`."
#: ../../docs/community/contributing/documentation_guidelines.rst:40
msgid "The 'Edit on Github' link"
msgid "The 'Edit on GitHub' link"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:42
msgid ""
"If you're reading documentation on ``docs.godotengine.org`` you'll see an "
"'Edit on GitHub' hyperlink at the top right of the page. Once you've created "
"a GitHub account you can propose changes to a page you're reading as follows:"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:44
msgid ""
"Copy the URL that the GitHub link points to. Part of the URL refers to a "
"version name such as '3.1' or 'latest'. Swap this part for the word 'master' "
"so that the result looks something like this: ``https://github.com/"
"godotengine/godot-docs/blob/master/community/contributing/"
"docs_writing_guidelines.rst``"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:45
msgid "Load that URL in your browser."
"If you're reading documentation on ``docs.godotengine.org``, you'll see an "
"**Edit on GitHub** hyperlink at the top right of the page. Once you've "
"created a GitHub account, you can propose changes to a page you're reading "
"as follows:"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:46
msgid ""
"On the GitHub page you're taken to, click the pencil icon. It has the "
"tooltip \"Edit the file in a fork of this project\"."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:47
msgid "Complete all the edits you want to make for that page."
msgid "Click the **Edit on GitHub** button."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:48
msgid ""
"Summarise the changes you made in the form at the bottom of the page and "
"click the button labelled 'Propose file change' when done."
"On the GitHub page you're taken to, click the pencil icon in the top-right "
"corner near the **Raw**, **Blame** and **History** buttons. It has the "
"tooltip \"Edit the file in a fork of this project\"."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:49
#: ../../docs/community/contributing/documentation_guidelines.rst:52
msgid "Complete all the edits you want to make for that page."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:54
msgid ""
"On the following screens, click the 'Create pull request' buttons until you "
"see a message like ``Open. yourGitHubUsername wants to merge 1 commit into "
"godotengine:master from yourGitHubUsername:patch-6``"
"Summarise the changes you made in the form at the bottom of the page and "
"click the button labelled **Propose file change** when done."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:50
#: ../../docs/community/contributing/documentation_guidelines.rst:57
msgid ""
"On the following screens, click the **Create pull request** button until you "
"see a message like ``Open. yourGitHubUsername wants to merge 1 commit into "
"godotengine:master from yourGitHubUsername:patch-6``."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:61
msgid ""
"A reviewer will evaluate your changes and incorporate them into the docs if "
"they're judged to improve them. You might also be asked to make "
"modifications to your changes before they're included."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:53
#: ../../docs/community/contributing/documentation_guidelines.rst:66
msgid "What makes good documentation?"
msgstr "Was macht eine gute Dokumentation aus?"
#: ../../docs/community/contributing/documentation_guidelines.rst:55
#: ../../docs/community/contributing/documentation_guidelines.rst:68
msgid ""
"Documentation should be well written in plain English, using well-formed "
"sentences and various levels of sections and subsections. It should be clear "
@@ -161,7 +154,7 @@ msgstr ""
"wohlgeformten Sätzen und, je nach Komplexität, sinnvollen Abschnitten und "
"Unterkategorien. Siehe dazu auch die :ref:`doc_docs_writing_guidelines`."
#: ../../docs/community/contributing/documentation_guidelines.rst:59
#: ../../docs/community/contributing/documentation_guidelines.rst:72
msgid ""
"We differentiate tutorial pages from other documentation pages by these "
"definitions:"
@@ -169,7 +162,7 @@ msgstr ""
"Wir unterscheiden Anleitungen von anderen Dokumentationsinhalten über "
"folgende Definitionen:"
#: ../../docs/community/contributing/documentation_guidelines.rst:62
#: ../../docs/community/contributing/documentation_guidelines.rst:75
msgid ""
"Tutorial: a page aiming at explaining how to use one or more concepts in the "
"editor or scripts in order to achieve a specific goal with a learning "
@@ -181,7 +174,7 @@ msgstr ""
"veranschaulichen, um ein bestimmtes Lernziel zu erreichen (z.B. \"Ein "
"einfaches 2D-Pong-Spiel erstellen\", \"Kräfte auf ein Objekt wirken\")."
#: ../../docs/community/contributing/documentation_guidelines.rst:66
#: ../../docs/community/contributing/documentation_guidelines.rst:79
msgid ""
"Documentation: a page describing precisely one and only one concept at a "
"time, if possible exhaustively (e.g. the list of methods of the Sprite "
@@ -192,7 +185,7 @@ msgstr ""
"bis ins kleinste Detail (z.B. die Auflistung der Methoden der Sprite-Klasse, "
"oder eine Übersicht der Eingabeverwaltung in Godot)."
#: ../../docs/community/contributing/documentation_guidelines.rst:70
#: ../../docs/community/contributing/documentation_guidelines.rst:83
msgid ""
"You are free to write the kind of documentation you wish, as long as you "
"respect the following rules (and the ones on the repo)."
@@ -200,17 +193,17 @@ msgstr ""
"Es sei Dir freigestellt, welche Art von Dokumentation Du schreiben möchtest "
"solange Du die folgenden Regeln respektierst (und die aus dem Repo)."
#: ../../docs/community/contributing/documentation_guidelines.rst:74
#: ../../docs/community/contributing/documentation_guidelines.rst:87
msgid "Titles"
msgstr "Überschriften"
#: ../../docs/community/contributing/documentation_guidelines.rst:76
#: ../../docs/community/contributing/documentation_guidelines.rst:89
msgid "Always begin pages with their title and a Sphinx reference name:"
msgstr ""
"Fange jede Seite stets mit der Überschrift an und einer internen Bezeichnung "
"für den Sphinx-Verweis:"
#: ../../docs/community/contributing/documentation_guidelines.rst:85
#: ../../docs/community/contributing/documentation_guidelines.rst:98
msgid ""
"The reference allows to link to this page using the ``:ref:`` format, e.g. "
"``:ref:`doc_insert_your_title_here``` would link to the above example page "
@@ -220,7 +213,7 @@ msgstr ""
"würde etwa ``:ref:`doc_insert_your_title_here``` auf die obige Beispielseite "
"verlinken (man beachte den fehlenden Unterstrich im Verweis)."
#: ../../docs/community/contributing/documentation_guidelines.rst:89
#: ../../docs/community/contributing/documentation_guidelines.rst:102
msgid ""
"Also, avoid American CamelCase titles: title's first word should begin with "
"a capitalized letter, and every following word should not. Thus, this is a "
@@ -230,19 +223,19 @@ msgstr ""
"Das erste Wort sollte stets mit einem Großbuchstaben beginnen, während der "
"Rest normal geschrieben wird. Hier ein gutes Beispiel:"
#: ../../docs/community/contributing/documentation_guidelines.rst:93
#: ../../docs/community/contributing/documentation_guidelines.rst:106
msgid "Insert your title here"
msgstr "Hier Überschrift einfügen"
#: ../../docs/community/contributing/documentation_guidelines.rst:95
#: ../../docs/community/contributing/documentation_guidelines.rst:108
msgid "And this is a bad example:"
msgstr "Und das ist ein schlechtes Beispiel:"
#: ../../docs/community/contributing/documentation_guidelines.rst:97
#: ../../docs/community/contributing/documentation_guidelines.rst:110
msgid "Insert Your Title Here"
msgstr "Hier Überschrift Einfügen"
#: ../../docs/community/contributing/documentation_guidelines.rst:99
#: ../../docs/community/contributing/documentation_guidelines.rst:112
msgid ""
"Only project, people and node class names should have capitalized first "
"letter."
@@ -250,11 +243,11 @@ msgstr ""
"Nur Node-Klassen-, Projekt-, Personennamen und sonstige grammatikalisch "
"bedingte Fälle sollten großgeschrieben werden."
#: ../../docs/community/contributing/documentation_guidelines.rst:103
#: ../../docs/community/contributing/documentation_guidelines.rst:116
msgid "Translating existing pages"
msgstr "Übersetzen vorhandener Seiten"
#: ../../docs/community/contributing/documentation_guidelines.rst:105
#: ../../docs/community/contributing/documentation_guidelines.rst:118
msgid ""
"You can help to translate the official Godot documentation on our `Hosted "
"Weblate <https://hosted.weblate.org/engage/godot-engine/>`_."
@@ -262,7 +255,7 @@ msgstr ""
"Du kannst bei der Übersetzung der Godot-Dokumentation über unsere `Hosted "
"Weblate <https://hosted.weblate.org/engage/godot-engine/>`_-Seite mithelfen."
#: ../../docs/community/contributing/documentation_guidelines.rst:112
#: ../../docs/community/contributing/documentation_guidelines.rst:125
msgid ""
"There also is the official `Godot I18N repository <https://github.com/"
"godotengine/godot-docs-l10n>`_. where you can see when the data was last "
@@ -272,11 +265,11 @@ msgstr ""
"godotengine/godot-docs-l10n>`_. wo Du einsehen kannst, wann die letzte "
"Synchronisation stattgefunden hat."
#: ../../docs/community/contributing/documentation_guidelines.rst:115
#: ../../docs/community/contributing/documentation_guidelines.rst:128
msgid "License"
msgstr "Lizenz"
#: ../../docs/community/contributing/documentation_guidelines.rst:117
#: ../../docs/community/contributing/documentation_guidelines.rst:130
msgid ""
"This documentation and every page it contains is published under the terms "
"of the `Creative Commons Attribution 3.0 license (CC-BY-3.0) <https://"
@@ -288,7 +281,7 @@ msgstr ""
"attribution-(cc)>`_ unter dem Namen „Juan Linietsky, Ariel Manzur and the "
"Godot Engine community“ veröffentlicht."
#: ../../docs/community/contributing/documentation_guidelines.rst:120
#: ../../docs/community/contributing/documentation_guidelines.rst:133
msgid ""
"By contributing to the documentation on the GitHub repository, you agree "
"that your changes are distributed under this license."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -260,11 +260,11 @@ msgstr ""
msgid ""
"However, if you had local commits, this method will create a so-called "
"\"merge commit\", and you will soon hear from fellow contributors that those "
"are not wanted in PRs. Then how to update the branch without creating a "
"merge commit? You will have to use the ``--rebase`` option, so that your "
"local commits are replayed on top of the updated upstream ``master`` branch. "
"It will effectively modify the Git history of your branch, but that is for "
"the greater good."
"are not wanted in PRs. To update the branch without creating a merge commit, "
"you will have to use the ``--rebase`` option, so that your local commits are "
"replayed on top of the updated upstream ``master`` branch. It will "
"effectively modify the Git history of your branch, but that is for the "
"greater good."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:201
@@ -272,16 +272,42 @@ msgid "Therefore, the command that you should (almost) always use is:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:208
msgid ""
"If you have already pushed the merge commit without using ``rebase``, or "
"have made any other changes that have resulted in undesired history, you may "
"use a hard reset to revert to a specific commit and try again:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:216
msgid ""
"Once you have done this, you may run ``--rebase`` to merge master correctly."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:218
msgid ""
"If you have already pushed the wrong commits to your remote branch, you will "
"have to force push by using ``git push --force``."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:221
msgid ""
"``git reset --hard`` can be a dangerous operation, especially if you have "
"untracked or uncommitted changes. However, if you have committed changes "
"that you reset using ``git reset --hard``, you may still be able to recover "
"them by resetting to a commit ID found with the ``git reflog`` command."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:228
msgid "Making changes"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:210
#: ../../docs/community/contributing/pr_workflow.rst:230
msgid ""
"You would then do your changes to our example's ``editor/project_manager."
"cpp`` file with your usual development environment (text editor, IDE, etc.)."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:214
#: ../../docs/community/contributing/pr_workflow.rst:234
msgid ""
"By default, those changes are *unstaged*. The staging area is a layer "
"between your working directory (where you make your modifications) and the "
@@ -291,45 +317,45 @@ msgid ""
"them with the ``git commit`` command."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:221
#: ../../docs/community/contributing/pr_workflow.rst:241
msgid ""
"There are various commands you should know to review your current work, "
"before staging it, while it is staged, and after it has been committed."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:224
#: ../../docs/community/contributing/pr_workflow.rst:244
msgid ""
"``git diff`` will show you the current unstaged changes, i.e. the "
"differences between your working directory and the staging area."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:226
#: ../../docs/community/contributing/pr_workflow.rst:246
msgid ""
"``git checkout -- <files>`` will undo the unstaged changes to the given "
"files."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:228
#: ../../docs/community/contributing/pr_workflow.rst:248
msgid "``git add <files>`` will *stage* the changes on the listed files."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:229
#: ../../docs/community/contributing/pr_workflow.rst:249
msgid ""
"``git diff --staged`` will show the current staged changes, i.e. the "
"differences between the staging area and the last commit."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:231
#: ../../docs/community/contributing/pr_workflow.rst:251
msgid "``git reset HEAD <files>`` will *unstage* changes to the listed files."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:232
#: ../../docs/community/contributing/pr_workflow.rst:252
msgid ""
"``git status`` will show you what are the currently staged and unstaged "
"modifications."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:234
#: ../../docs/community/contributing/pr_workflow.rst:254
msgid ""
"``git commit`` will commit the staged files. It will open a text editor (you "
"can define the one you want to use with the ``GIT_EDITOR`` environment "
@@ -338,40 +364,40 @@ msgid ""
"write the log directly."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:239
#: ../../docs/community/contributing/pr_workflow.rst:259
msgid ""
"``git log`` will show you the last commits of your current branch. If you "
"did local commits, they should be shown at the top."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:241
#: ../../docs/community/contributing/pr_workflow.rst:261
msgid ""
"``git show`` will show you the changes of the last commit. You can also "
"specify a commit hash to see the changes for that commit."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:244
#: ../../docs/community/contributing/pr_workflow.rst:264
msgid ""
"That's a lot to memorize! Don't worry, just check this cheat sheet when you "
"need to make changes, and learn by doing."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:247
#: ../../docs/community/contributing/pr_workflow.rst:267
msgid "Here's how the shell history could look like on our example:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:279
#: ../../docs/community/contributing/pr_workflow.rst:299
msgid ""
"With this, we should have two new commits in our ``better-project-manager`` "
"branch which were not in the ``master`` branch. They are still only local "
"though, the remote fork does not know about them, nor does the upstream repo."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:284
#: ../../docs/community/contributing/pr_workflow.rst:304
msgid "Pushing changes to a remote"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:286
#: ../../docs/community/contributing/pr_workflow.rst:306
msgid ""
"That's where ``git push`` will come into play. In Git, a commit is always "
"done in the local repository (unlike Subversion where a commit will modify "
@@ -379,25 +405,25 @@ msgid ""
"remote branch to share them with the world. The syntax for this is:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:295
#: ../../docs/community/contributing/pr_workflow.rst:315
msgid ""
"The part about the remote branch can be omitted if you want it to have the "
"same name as the local branch, which is our case in this example, so we will "
"do:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:303
#: ../../docs/community/contributing/pr_workflow.rst:323
msgid ""
"Git will ask you for your username and password, and the changes will be "
"sent to your remote. If you check the fork's page on GitHub, you should see "
"a new branch with your added commits."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:308
#: ../../docs/community/contributing/pr_workflow.rst:328
msgid "Issuing a pull request"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:310
#: ../../docs/community/contributing/pr_workflow.rst:330
msgid ""
"When you load your fork's branch on GitHub, you should see a line saying *"
"\"This branch is 2 commits ahead of godotengine:master.\"* (and potentially "
@@ -405,7 +431,7 @@ msgid ""
"upstream ``master`` branch."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:317
#: ../../docs/community/contributing/pr_workflow.rst:337
msgid ""
"On that line, there is a \"Pull request\" link. Clicking it will open a form "
"that will let you issue a pull request on the godotengine/godot upstream "
@@ -415,7 +441,7 @@ msgid ""
"support :)"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:323
#: ../../docs/community/contributing/pr_workflow.rst:343
msgid ""
"Use an explicit title for the PR and put the necessary details in the "
"comment area. You can drag and drop screenshots, GIFs or zipped projects if "
@@ -423,33 +449,33 @@ msgid ""
"request\", and tadaa!"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:329
#: ../../docs/community/contributing/pr_workflow.rst:349
msgid "Modifying a pull request"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:331
#: ../../docs/community/contributing/pr_workflow.rst:351
msgid ""
"While it is reviewed by other contributors, you will often need to make "
"changes to your yet-unmerged PR, either because contributors requested them, "
"or because you found issues yourself while testing."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:335
#: ../../docs/community/contributing/pr_workflow.rst:355
msgid ""
"The good news is that you can modify a pull request simply by acting on the "
"branch you made the pull request from. You can e.g. make a new commit on "
"that branch, push it to your fork, and the PR will be updated automatically:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:350
#: ../../docs/community/contributing/pr_workflow.rst:370
msgid "That should do the trick, but..."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:353
#: ../../docs/community/contributing/pr_workflow.rst:373
msgid "Mastering the PR workflow: the rebase"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:355
#: ../../docs/community/contributing/pr_workflow.rst:375
msgid ""
"On the situation outlined above, your fellow contributors who are "
"particularly pedantic regarding the Git history might ask your to *rebase* "
@@ -458,14 +484,14 @@ msgid ""
"issue in the first one."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:360
#: ../../docs/community/contributing/pr_workflow.rst:380
msgid ""
"Once the PR is merged, it is not relevant for a changelog reader that the PR "
"author made mistakes; instead, we want to keep only commits that bring from "
"one working state to another working state."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:364
#: ../../docs/community/contributing/pr_workflow.rst:384
msgid ""
"To squash those two commits together, we will have to *rewrite history*. "
"Right, we have that power. You may read that it's a bad practice, and it's "
@@ -473,7 +499,7 @@ msgid ""
"can do whatever you want, and everything is allowed to get neat PRs :)"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:369
#: ../../docs/community/contributing/pr_workflow.rst:389
msgid ""
"We will use the *interactive rebase* ``git rebase -i`` to do this. This "
"command takes a commit hash as argument, and will let you modify all commits "
@@ -482,11 +508,11 @@ msgid ""
"do:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:380
#: ../../docs/community/contributing/pr_workflow.rst:400
msgid "This will open a text editor with:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:387
#: ../../docs/community/contributing/pr_workflow.rst:407
msgid ""
"The editor will also show instructions regarding how you can act on those "
"commits. In particular, it should tell you that \"pick\" means to use that "
@@ -497,7 +523,7 @@ msgid ""
"\"Fix a typo\" commit, so we use:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:400
#: ../../docs/community/contributing/pr_workflow.rst:420
msgid ""
"Upon saving and quitting the editor, the rebase will occur. The second "
"commit will be melded into the first one, and ``git log`` and ``git show`` "
@@ -505,7 +531,7 @@ msgid ""
"previous commits."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:405
#: ../../docs/community/contributing/pr_workflow.rst:425
msgid ""
"You could have avoided this rebase by using ``git commit --amend`` when "
"fixing the typo. This command will write the staged changes directly into "
@@ -514,7 +540,7 @@ msgid ""
"then a rebase to mark it as \"fixup\"."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:411
#: ../../docs/community/contributing/pr_workflow.rst:431
msgid ""
"But! You rewrote the history, and now your local and remote branches have "
"diverged. Indeed, commit 1b4aad7 in the above example will have changed, and "
@@ -522,25 +548,25 @@ msgid ""
"it will raise an error:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:425
#: ../../docs/community/contributing/pr_workflow.rst:445
msgid ""
"This is a sane behaviour, Git will not let you push changes that would "
"override remote content. But that's actually what we want to do here, so we "
"will have to *force* it:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:433
#: ../../docs/community/contributing/pr_workflow.rst:453
msgid ""
"And tadaa! Git will happily *replace* your remote branch with what you had "
"locally (so make sure that's what you wanted, using ``git log``). This will "
"also update the PR accordingly."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:438
#: ../../docs/community/contributing/pr_workflow.rst:458
msgid "Deleting a Git branch"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:440
#: ../../docs/community/contributing/pr_workflow.rst:460
msgid ""
"After your pull request gets merged, there's one last thing you should do: "
"delete your Git branch for the PR. There won't be issues if you don't delete "
@@ -548,16 +574,16 @@ msgid ""
"once for the local branch and another for the remote branch on GitHub."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:445
#: ../../docs/community/contributing/pr_workflow.rst:465
msgid "To delete our better project manager branch locally, use this command:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:451
#: ../../docs/community/contributing/pr_workflow.rst:471
msgid ""
"Alternatively, if the branch hadn't been merged yet and we wanted to delete "
"it anyway, instead of ``-d`` you would use ``-D``."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:454
#: ../../docs/community/contributing/pr_workflow.rst:474
msgid "Next, to delete the remote branch on GitHub use this command:"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -191,10 +191,20 @@ msgid ""
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:141
#, fuzzy
msgid "Cleaning the generated export templates"
msgstr "Skelett erstellen"
#: ../../docs/development/compiling/compiling_for_android.rst:143
msgid ""
"You can use the following commands to remove the generated export templates:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:155
msgid "Using the export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:143
#: ../../docs/development/compiling/compiling_for_android.rst:157
msgid ""
"Godot needs release and debug APKs that were compiled against the same "
"version/commit as the editor. If you are using official binaries for the "
@@ -202,36 +212,36 @@ msgid ""
"own from the same version."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:148
#: ../../docs/development/compiling/compiling_for_android.rst:162
msgid ""
"When exporting your game, Godot opens the APK, changes a few things inside "
"and adds your files."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:152
#: ../../docs/development/compiling/compiling_for_android.rst:166
msgid "Installing the templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:154
#: ../../docs/development/compiling/compiling_for_android.rst:168
msgid ""
"The newly-compiled templates (``android_debug.apk`` and ``android_release."
"apk``) must be copied to Godot's templates folder with their respective "
"names. The templates folder can be located in:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:158
#: ../../docs/development/compiling/compiling_for_android.rst:172
msgid "Windows: ``%APPDATA%\\Godot\\templates\\<version>\\``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:159
#: ../../docs/development/compiling/compiling_for_android.rst:173
msgid "Linux: ``$HOME/.local/share/godot/templates/<version>/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:160
#: ../../docs/development/compiling/compiling_for_android.rst:174
msgid "macOS: ``$HOME/Library/Application Support/Godot/templates/<version>/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:162
#: ../../docs/development/compiling/compiling_for_android.rst:176
msgid ""
"``<version>`` is of the form ``major.minor[.patch].status`` using values "
"from ``version.py`` in your Godot source repository (e.g. ``3.0.5.stable`` "
@@ -239,81 +249,81 @@ msgid ""
"``version.txt`` file located next to your export templates."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:169
#: ../../docs/development/compiling/compiling_for_android.rst:183
msgid ""
"However, if you are writing your custom modules or custom C++ code, you "
"might instead want to configure your APKs as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:175
#: ../../docs/development/compiling/compiling_for_android.rst:189
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/development/compiling/compiling_for_android.rst:181
#: ../../docs/development/compiling/compiling_for_android.rst:195
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:184
#: ../../docs/development/compiling/compiling_for_android.rst:198
msgid "Application not installed"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:186
#: ../../docs/development/compiling/compiling_for_android.rst:200
msgid ""
"Android might complain the application is not correctly installed. If so:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:189
#: ../../docs/development/compiling/compiling_for_android.rst:203
msgid "Check that the debug keystore is properly generated."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:190
#: ../../docs/development/compiling/compiling_for_android.rst:204
msgid "Check that the jarsigner executable is from JDK 8."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:192
#: ../../docs/development/compiling/compiling_for_android.rst:206
msgid ""
"If it still fails, open a command line and run `logcat <https://developer."
"android.com/studio/command-line/logcat>`_:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:198
#: ../../docs/development/compiling/compiling_for_android.rst:212
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/development/compiling/compiling_for_android.rst:203
#: ../../docs/development/compiling/compiling_for_android.rst:217
msgid "Application exits immediately"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:205
#: ../../docs/development/compiling/compiling_for_android.rst:219
msgid ""
"If the application runs but exits immediately, this might be due to one of "
"the following reasons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:208
#: ../../docs/development/compiling/compiling_for_android.rst:222
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/development/compiling/compiling_for_android.rst:210
#: ../../docs/development/compiling/compiling_for_android.rst:224
msgid ""
"``libgodot_android.so`` is not in ``libs/<android_arch>/`` where "
"``<android_arch>`` is the device's architecture."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:212
#: ../../docs/development/compiling/compiling_for_android.rst:226
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/development/compiling/compiling_for_android.rst:216
#: ../../docs/development/compiling/compiling_for_android.rst:230
msgid "In any case, ``adb logcat`` should also show the cause of the error."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -197,7 +197,7 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:110
msgid ""
"By default, SCons will build a binary matching your CPU architecture, but "
"this can be overriden using ``bits=64`` or ``bits=32``."
"this can be overridden using ``bits=64`` or ``bits=32``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:113

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -22,9 +22,10 @@ msgid "Configuring an IDE"
msgstr "IDE konfigurieren"
#: ../../docs/development/cpp/configuring_an_ide.rst:6
#, fuzzy
msgid ""
"We assume that you already `cloned <https://github.com/godotengine/godot>`_ "
"and :ref:`compiled <toc-devel-compiling>` Godot."
"We assume that you have already `cloned <https://github.com/godotengine/"
"godot>`_ and :ref:`compiled <toc-devel-compiling>` Godot."
msgstr ""
"Wir nehmen an, dass du bereits Godot `geklont <https://github.com/"
"godotengine/godot>`_ und :ref:`kompiliert <toc-devel-compiling>` hast."
@@ -71,31 +72,40 @@ msgstr ""
":ref:`Visual Studio Code<doc_configuring_an_ide_vscode>` (alle Desktop-"
"Plattformen)"
#: ../../docs/development/cpp/configuring_an_ide.rst:19
#: ../../docs/development/cpp/configuring_an_ide.rst:18
#, fuzzy
msgid ""
":ref:`Android Studio<doc_configuring_an_ide_android_studio>` (all desktop "
"platforms)"
msgstr ""
":ref:`Visual Studio Code<doc_configuring_an_ide_vscode>` (alle Desktop-"
"Plattformen)"
#: ../../docs/development/cpp/configuring_an_ide.rst:20
msgid ""
"It is possible to use other IDEs, but their setup is not documented yet."
msgstr ""
"Es ist möglich andere IDEs zu verwenden, aber die Einrichtung ist noch nicht "
"dokumentiert."
#: ../../docs/development/cpp/configuring_an_ide.rst:24
#: ../../docs/development/cpp/configuring_an_ide.rst:25
msgid "Qt Creator"
msgstr "QT Creator"
#: ../../docs/development/cpp/configuring_an_ide.rst:27
#: ../../docs/development/cpp/configuring_an_ide.rst:28
msgid "Importing the project"
msgstr "Projekt importieren"
#: ../../docs/development/cpp/configuring_an_ide.rst:29
#: ../../docs/development/cpp/configuring_an_ide.rst:30
msgid "Choose *New Project* -> *Import Project* -> *Import Existing Project*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:33
#: ../../docs/development/cpp/configuring_an_ide.rst:34
msgid "Set the path to your Godot root directory and enter the project name."
msgstr ""
"Setze den Pfad zu deinem Godot Stammverzeichnis und gib den Projektnamen ein."
#: ../../docs/development/cpp/configuring_an_ide.rst:37
#: ../../docs/development/cpp/configuring_an_ide.rst:38
msgid ""
"Here you can choose which folders and files will be visible to the project. "
"C/C++ files are added automatically. Potentially useful additions: \\*.py "
@@ -107,37 +117,37 @@ msgstr ""
"nützliche Ergänzungen: \\*.py für buildsystem Dateien, \\*.java für Android "
"Entwicklung, \\*.mm für macOS. Klicke \"Next\"."
#: ../../docs/development/cpp/configuring_an_ide.rst:43
#: ../../docs/development/cpp/configuring_an_ide.rst:44
msgid "Click *Finish*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:44
#: ../../docs/development/cpp/configuring_an_ide.rst:45
msgid ""
"Add a line containing ``.`` to *project_name.includes* to get working code "
"completion."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:49
#: ../../docs/development/cpp/configuring_an_ide.rst:50
msgid "Build and run"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:51
#: ../../docs/development/cpp/configuring_an_ide.rst:52
msgid "Build configuration:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:53
#: ../../docs/development/cpp/configuring_an_ide.rst:54
msgid "Click on *Projects* and open the *Build* tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:54
#: ../../docs/development/cpp/configuring_an_ide.rst:55
msgid "Delete the pre-defined ``make`` build step."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:58
#: ../../docs/development/cpp/configuring_an_ide.rst:59
msgid "Click *Add Build Step* -> *Custom Process Step*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:62
#: ../../docs/development/cpp/configuring_an_ide.rst:63
msgid ""
"Type ``scons`` in the *Command* field. If it fails with 'Could not start "
"process \"scons\"', it can mean that ``scons`` is not in your ``PATH`` "
@@ -145,68 +155,68 @@ msgid ""
"binary."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:65
#: ../../docs/development/cpp/configuring_an_ide.rst:66
msgid ""
"Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 "
"target=debug -j 4``)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:69
#: ../../docs/development/cpp/configuring_an_ide.rst:70
msgid "Run configuration:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:71
#: ../../docs/development/cpp/configuring_an_ide.rst:72
msgid "Open the *Run* tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:72
#: ../../docs/development/cpp/configuring_an_ide.rst:73
msgid ""
"Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}/bin/"
"godot.x11.opt.tools.64``)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:73
#: ../../docs/development/cpp/configuring_an_ide.rst:74
msgid ""
"If you want to run a specific game or project, point *Working directory* to "
"the game directory."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:74
#: ../../docs/development/cpp/configuring_an_ide.rst:75
msgid ""
"If you want to run the editor, add ``-e`` to the *Command line arguments* "
"field."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:79
#: ../../docs/development/cpp/configuring_an_ide.rst:80
msgid "Updating sources after pulling latest commits"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:81
#: ../../docs/development/cpp/configuring_an_ide.rst:82
msgid ""
"As a developer you usually want to frequently pull the latest commits from "
"the upstream git repository or a specific fork etc. However this brings a "
"little problem with it: as the development continues, source files (and "
"folders) are added or removed. These changes needs to be reflected in your "
"project files for Qt Creator too, so you continue to have a nice experience "
"coding in it. A simple way to check these things, is to right click at your "
"root folder in the \"Projects View\" and click on \"Edit files...\""
"coding in it. A simple way to check is to right click at your root folder in "
"the \"Projects View\" and click on \"Edit files...\""
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:91
#: ../../docs/development/cpp/configuring_an_ide.rst:92
msgid ""
"Now a new dialog should appear that is similar in functionality to the one "
"in the third step of the \"Importing the project\" section. Here now you can "
"in the third step of the \"Importing the project\" section. Here you can "
"check whether you want to add/remove specific files and/or folders. You can "
"chose by clicking with your mouse or just simply by clicking the \"Apply "
"Filter\" button. A simple click on \"Ok\" and you're ready to continue your "
"work."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:99
#: ../../docs/development/cpp/configuring_an_ide.rst:100
msgid "Code style configuration"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:101
#: ../../docs/development/cpp/configuring_an_ide.rst:102
msgid ""
"Developers must follow the project's :ref:`code style "
"<doc_code_style_guidelines>` and IDE should help them to do it. By default, "
@@ -215,55 +225,55 @@ msgid ""
"*Options* -> *C++*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:108
#: ../../docs/development/cpp/configuring_an_ide.rst:109
msgid ""
"Click on *Edit* to change the current settings, then click on *Copy Built-in "
"Code Style* button to set a new code style. Set a name for it (e.g. Godot) "
"and change the Tab policy to be *Tabs Only*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:117
#: ../../docs/development/cpp/configuring_an_ide.rst:118
msgid "KDevelop"
msgstr "K-Develop"
#: ../../docs/development/cpp/configuring_an_ide.rst:119
#: ../../docs/development/cpp/configuring_an_ide.rst:120
msgid ""
"`KDevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all "
"desktop platforms."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:121
#: ../../docs/development/cpp/configuring_an_ide.rst:122
msgid ""
"You can find a video tutorial `here <https://www.youtube.com/watch?"
"v=yNVoWQi9TJA>`_. Or you may follow this text version tutorial."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:124
#: ../../docs/development/cpp/configuring_an_ide.rst:125
msgid "Start by opening KDevelop and choosing \"open project\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:128
#: ../../docs/development/cpp/configuring_an_ide.rst:129
msgid "Choose the directory where you cloned Godot."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:130
#: ../../docs/development/cpp/configuring_an_ide.rst:131
msgid ""
"On the next screen, choose \"Custom Build System\" for the *Project manager*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:134
#: ../../docs/development/cpp/configuring_an_ide.rst:135
msgid "Now that the project has been imported, open the project configuration."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:138
#: ../../docs/development/cpp/configuring_an_ide.rst:139
msgid "Add the following includes/imports:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:151
#: ../../docs/development/cpp/configuring_an_ide.rst:152
msgid "Apply the changes."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:153
#: ../../docs/development/cpp/configuring_an_ide.rst:154
msgid ""
"Switch to the \"Custom Build System\" tab. Add a build configuration and "
"keep the build directory blank. Enable build tools and add ``scons`` as the "
@@ -271,13 +281,13 @@ msgid ""
"you're on macOS) as the arguments."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:160
#: ../../docs/development/cpp/configuring_an_ide.rst:161
msgid ""
"Next we need to tell KDevelop where to find the binary. From the \"Run\" "
"menu, choose \"Configure Launches\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:165
#: ../../docs/development/cpp/configuring_an_ide.rst:166
msgid ""
"Click \"Add\" if no launcher exists. Then add the path to your executable in "
"the executable section. Your executable should be located in the ``bin/`` "
@@ -286,260 +296,297 @@ msgid ""
"build options)."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:173
#: ../../docs/development/cpp/configuring_an_ide.rst:174
msgid "That's it! Now you should be good to go :)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:179
#: ../../docs/development/cpp/configuring_an_ide.rst:180
msgid "Xcode"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:182
#: ../../docs/development/cpp/configuring_an_ide.rst:183
#: ../../docs/development/cpp/configuring_an_ide.rst:310
msgid "Project setup"
msgstr "Projektkonfiguration"
#: ../../docs/development/cpp/configuring_an_ide.rst:184
#: ../../docs/development/cpp/configuring_an_ide.rst:185
msgid "Create an Xcode external build project anywhere"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:188
#: ../../docs/development/cpp/configuring_an_ide.rst:189
msgid "Set the *Build tool* to the path to scons"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:190
#: ../../docs/development/cpp/configuring_an_ide.rst:191
msgid "Modify Build Target's Xcode Info Tab:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:192
#: ../../docs/development/cpp/configuring_an_ide.rst:193
msgid ""
"Set *Arguments* to something like: platform=osx tools=yes bits=64 "
"target=debug"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:193
#: ../../docs/development/cpp/configuring_an_ide.rst:194
msgid ""
"Set *Directory* to the path to Godot's source folder. Keep it blank if "
"project is already there."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:194
#: ../../docs/development/cpp/configuring_an_ide.rst:195
msgid "You may uncheck *Pass build settings in environment*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:198
#: ../../docs/development/cpp/configuring_an_ide.rst:199
msgid "Add a Command Line Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:200
#: ../../docs/development/cpp/configuring_an_ide.rst:201
msgid ""
"Go to Xcode File > New > Target... and add a new Xcode command line target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:206
#: ../../docs/development/cpp/configuring_an_ide.rst:207
msgid "Name it something so you know not to compile with this target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:207
#: ../../docs/development/cpp/configuring_an_ide.rst:208
msgid "e.g. ``GodotXcodeIndex``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:208
#: ../../docs/development/cpp/configuring_an_ide.rst:209
msgid ""
"Goto the newly created target's *Build Settings* tab and search for *Header "
"Search Paths*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:209
#: ../../docs/development/cpp/configuring_an_ide.rst:210
msgid "Set *Header Search Paths* to an absolute path to Godot's source folder"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:210
#: ../../docs/development/cpp/configuring_an_ide.rst:211
msgid "Make it recursive by adding two \\*'s to the end of the path"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:211
#: ../../docs/development/cpp/configuring_an_ide.rst:212
msgid "e.g. ``/Users/me/repos/godot-source/\\**``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:213
#: ../../docs/development/cpp/configuring_an_ide.rst:214
msgid "Add Godot Source to the Project:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:215
#: ../../docs/development/cpp/configuring_an_ide.rst:216
msgid "Drag and drop Godot source into project file browser."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:216
#: ../../docs/development/cpp/configuring_an_ide.rst:217
msgid "Uncheck *Create External Build System*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:220
#: ../../docs/development/cpp/configuring_an_ide.rst:221
msgid "Click Next"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:221
#: ../../docs/development/cpp/configuring_an_ide.rst:222
msgid "Select *create groups*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:225
#: ../../docs/development/cpp/configuring_an_ide.rst:226
msgid "Check off only your command line target in the *Add to targets* section"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:226
#: ../../docs/development/cpp/configuring_an_ide.rst:227
msgid "Click finish. Xcode will now index the files."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:227
#: ../../docs/development/cpp/configuring_an_ide.rst:228
msgid "Grab a cup of coffee... Maybe make something to eat, too"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:228
#: ../../docs/development/cpp/configuring_an_ide.rst:229
msgid ""
"You should have jump to definition, auto completion, and full syntax "
"highlighting when it is done."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:231
#: ../../docs/development/cpp/configuring_an_ide.rst:232
msgid "Scheme setup"
msgstr "Schema-Setup"
#: ../../docs/development/cpp/configuring_an_ide.rst:233
#: ../../docs/development/cpp/configuring_an_ide.rst:234
msgid "Edit Build Scheme of External Build Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:235
#: ../../docs/development/cpp/configuring_an_ide.rst:236
msgid "Open scheme editor of external build target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:236
#: ../../docs/development/cpp/configuring_an_ide.rst:237
msgid "Expand the *Build* menu"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:237
#: ../../docs/development/cpp/configuring_an_ide.rst:238
msgid "Goto *Post Actions*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:238
#: ../../docs/development/cpp/configuring_an_ide.rst:239
msgid ""
"Add a new script run action, select your project in ``Provide build settings "
"from`` as this allows you to use ``${PROJECT_DIR}`` variable."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:242
#: ../../docs/development/cpp/configuring_an_ide.rst:243
msgid "Write a script that gives the binary a name that Xcode will recognize"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:243
#: ../../docs/development/cpp/configuring_an_ide.rst:244
msgid ""
"e.g. ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/"
"godot/bin/godot``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:244
#: ../../docs/development/cpp/configuring_an_ide.rst:245
msgid "Build the external build target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:246
#: ../../docs/development/cpp/configuring_an_ide.rst:247
msgid "Edit Run Scheme of External Build Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:248
#: ../../docs/development/cpp/configuring_an_ide.rst:249
msgid "Open the scheme editor again"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:249
#: ../../docs/development/cpp/configuring_an_ide.rst:250
msgid "Click Run"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:253
#: ../../docs/development/cpp/configuring_an_ide.rst:254
msgid ""
"Set the *Executable* to the file you linked in your post build action script"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:254
#: ../../docs/development/cpp/configuring_an_ide.rst:255
msgid "Check *Debug executable* if it isn't already"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:255
#: ../../docs/development/cpp/configuring_an_ide.rst:256
msgid ""
"You can go to *Arguments* tab and add an -e and a -path to a project to "
"debug the editor not the project selection screen"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:258
#: ../../docs/development/cpp/configuring_an_ide.rst:259
msgid "Test it:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:260
#: ../../docs/development/cpp/configuring_an_ide.rst:261
msgid "Set a breakpoint in platform/osx/godot_main_osx.mm"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:261
#: ../../docs/development/cpp/configuring_an_ide.rst:262
msgid "It should break at the point!"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:267
#: ../../docs/development/cpp/configuring_an_ide.rst:268
msgid "Visual Studio Code"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:269
#: ../../docs/development/cpp/configuring_an_ide.rst:270
msgid ""
"Ensure that C/C++ extension is installed. You can find instructions in `docs "
"<https://code.visualstudio.com/docs/languages/cpp>`_."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:271
#: ../../docs/development/cpp/configuring_an_ide.rst:272
msgid "Now open cloned godot folder in VS Code (File > Open Folder...)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:273
#: ../../docs/development/cpp/configuring_an_ide.rst:274
msgid ""
"In order to build the project, we need configurations files: *launch.json* "
"and *tasks.json*. To create them:"
"In order to build the project, we need two configuration files: *launch."
"json* and *tasks.json*. To create them:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:276
msgid "Open Debug view (Ctrl + Shift + D) and select cogwheel with orange dot:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:280
#: ../../docs/development/cpp/configuring_an_ide.rst:277
msgid ""
"Select *C++ (GDB/LLDB)* (it might be slightly differently called on macOS or "
"Windows)"
"Open Debug view (Ctrl + Shift + D) and select cogwheel with an orange dot:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:282
#: ../../docs/development/cpp/configuring_an_ide.rst:281
msgid ""
"Select *C++ (GDB/LLDB)* (it might be named differently on macOS or Windows)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:283
msgid "Update *launch.json* to match:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:286
#: ../../docs/development/cpp/configuring_an_ide.rst:287
msgid ""
"(Note that *godot.x11.tools.64* in \"program\" value might be differently "
"called on macOS or Windows)"
"(Note that *godot.x11.tools.64* in \"program\" value might be named "
"differently on macOS or Windows)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:288
#: ../../docs/development/cpp/configuring_an_ide.rst:289
msgid ""
"Create *tasks.json* by starting Debug process (F5). VS Code will show dialog "
"with *Configure Task* button. Tap it and select *Create tasks.json file from "
"template*, then select *Others*"
"Create *tasks.json* by starting the Debug process (F5). VS Code will show a "
"dialog with a *Configure Task* button. Tap it and select *Create tasks.json "
"file from template*, then select *Others*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:290
#: ../../docs/development/cpp/configuring_an_ide.rst:291
msgid "Update *tasks.json* to match:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:294
#: ../../docs/development/cpp/configuring_an_ide.rst:295
msgid "(Note that *platform=x11* will be different for macOX and Windows)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:296
msgid "You can now start Debug process again to test that everything works."
#: ../../docs/development/cpp/configuring_an_ide.rst:297
msgid ""
"You can now start the Debug process again to test that everything works."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:298
#: ../../docs/development/cpp/configuring_an_ide.rst:299
msgid ""
"If the build phase fails, check the console for hints. On Linux it's most "
"likely that some dependencies are missing. Check :ref:`Compiling for X11 "
"(Linux, \\*BSD) <doc_compiling_for_x11>`"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:305
#, fuzzy
msgid "Android Studio"
msgstr "Android SDK"
#: ../../docs/development/cpp/configuring_an_ide.rst:307
msgid ""
"`Android Studio <https://developer.android.com/studio>`_ is a `Jetbrain "
"<https://www.jetbrains.com/>`_ IDE for Android development. It has a feature-"
"rich editor which supports Java and C/C++, so it can be used for development "
"of the Godot core engine, and Android platform codebases."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:312
msgid ""
"From the Android Studio *Welcome to Android Studio* window, select *Open an "
"existing Android Studio project*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:316
msgid ""
"Navigate to ``<godot root directory>/platform/android/java`` and select the "
"``settings.gradle`` gradle file."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:317
msgid "Android Studio will import and index the project."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:318
msgid ""
"To build the project, follow the :ref:`compiling instructions <toc-devel-"
"compiling>`."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -172,19 +172,26 @@ msgid ""
"be included."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:228
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:227
msgid ""
"There is a parameter limit of 5 in C++ modules for things such as "
"subclasses. This can be raised to 13 by including the header file ``core/"
"method_bind_ext.gen.inc``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:232
msgid "Using the module"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234
msgid "You can now use your newly created module from any script:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245
msgid "And the output will be ``60``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:247
msgid ""
"The previous Summator example is great for small, custom modules, but what "
"if you want to use a larger, external library? Refer to :ref:"
@@ -192,23 +199,23 @@ msgid ""
"libraries."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:249
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:253
msgid "Improving the build system for development"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:251
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:255
msgid ""
"So far we defined a clean and simple SCsub that allows us to add the sources "
"of our new module as part of the Godot binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:258
msgid ""
"This static approach is fine when we want to build a release version of our "
"game given we want all the modules in a single binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:257
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261
msgid ""
"However the trade-off is every single change means a full recompilation of "
"the game. Even if SCons is able to detect and recompile only the file that "
@@ -216,13 +223,13 @@ msgid ""
"a long and costly part."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:262
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266
msgid ""
"The solution to avoid such a cost is to build our own module as a shared "
"library that will be dynamically loaded when starting our game's binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:299
msgid ""
"Once compiled, we should end up with a ``bin`` directory containing both the "
"``godot*`` binary and our ``libsummator*.so``. However given the .so is not "
@@ -230,13 +237,13 @@ msgid ""
"it during runtime with the ``LD_LIBRARY_PATH`` environ variable:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:305
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309
msgid ""
"**note**: Pay attention you have to ``export`` the environ variable "
"otherwise you won't be able to play your project from within the editor."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:308
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312
msgid ""
"On top of that, it would be nice to be able to select whether to compile our "
"module as shared library (for development) or as a part of the Godot binary "
@@ -244,23 +251,23 @@ msgid ""
"using the `ARGUMENT` command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:340
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:344
msgid ""
"Now by default ``scons`` command will build our module as part of Godot's "
"binary and as a shared library when passing ``summator_shared=yes``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:343
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:347
msgid ""
"Finally you can even speedup build further by explicitly specifying your "
"shared module as target in the scons command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:351
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:355
msgid "Writing custom documentation"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:353
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:357
msgid ""
"Writing documentation may seem like a boring task, but it is highly "
"recommended to document your newly created module in order to make it easier "
@@ -269,22 +276,22 @@ msgid ""
"someone else, so be kind to your future self!"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:359
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:363
msgid "There are several steps in order to setup custom docs for the module:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:361
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:365
msgid ""
"Make a new directory in the root of the module. The directory name can be "
"anything, but we'll be using the ``doc_classes`` name throughout this "
"section."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:368
msgid "Append the following code snippet to ``config.py``:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:376
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:380
msgid ""
"The ``get_doc_classes()`` method is necessary for the build system to know "
"which documentation classes of the module must be merged, since the module "
@@ -293,18 +300,18 @@ msgid ""
"one class, append those as well."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:382
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:386
msgid ""
"The ``get_doc_path()`` method is used by the build system to determine the "
"location of the docs. In our case, they will be located in the "
"``doc_classes`` directory."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:386
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:390
msgid "Run command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:392
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:396
msgid ""
"This will dump the engine API reference to the given ``<path>`` in XML "
"format. Notice that you'll need to configure your ``PATH`` to locate Godot's "
@@ -312,17 +319,17 @@ msgid ""
"might encounter an error similar to the following:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:402
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:406
msgid "Get generated doc file from ``godot/doc/classes/ClassName.xml``"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:404
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:408
msgid ""
"Copy this file to ``doc_classes``, optionally edit it, then compile the "
"engine."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:406
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:410
msgid ""
"The build system will fetch the documentation files from the ``doc_classes`` "
"directory and merge them with the base types. Once the compilation process "
@@ -330,96 +337,96 @@ msgid ""
"documentation system."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:410
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:414
msgid ""
"In order to keep documentation up-to-date, all you'll have to do is simply "
"modify one of the ``ClassName.xml`` files and recompile the engine from now "
"on."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:416
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420
#, fuzzy
msgid "Adding custom editor icons"
msgstr "Füge Kontrollpunkte hinzu"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:418
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422
msgid ""
"Similarly to how you can write self-contained documentation within a module, "
"you can also create your own custom icons for classes to appear in the "
"editor."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:421
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:425
msgid ""
"For the actual process of creating editor icons to be integrated within the "
"engine, please refer to :ref:`doc_editor_icons` first."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:424
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428
msgid "Once you've created your icon(s), proceed with the following steps:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:426
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430
msgid ""
"Make a new directory in the root of the module named ``icons``. This is the "
"default path for the engine to look for module's editor icons."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:429
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433
msgid ""
"Move your newly created ``svg`` icons (optimized or not) into that folder."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:431
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:435
msgid ""
"Recompile the engine and run the editor. Now the icon(s) will appear in "
"editor's interface where appropriate."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:434
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438
msgid ""
"If you'd like to store your icons somewhere else within your module, add the "
"following code snippet to ``config.py`` to override the default path:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:447
msgid "Summing up"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:449
msgid "Remember to:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:447
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451
msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:448
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:452
msgid ""
"use ``_bind_methods`` to bind your functions to scripting, and to allow them "
"to work as callbacks for signals."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455
msgid ""
"But this is not all, depending what you do, you will be greeted with some "
"(hopefully positive) surprises."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:454
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458
msgid ""
"If you inherit from :ref:`class_Node` (or any derived node type, such as "
"Sprite), your new class will appear in the editor, in the inheritance tree "
"in the \"Add Node\" dialog."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:457
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461
msgid ""
"If you inherit from :ref:`class_Resource`, it will appear in the resource "
"list, and all the exposed properties can be serialized when saved/loaded."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:460
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:464
msgid ""
"By this same logic, you can extend the Editor and almost any area of the "
"engine."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -76,7 +76,7 @@ msgstr ""
#: ../../docs/development/editor/creating_icons.rst:39
msgid "Name"
msgstr ""
msgstr "Name"
#: ../../docs/development/editor/creating_icons.rst:39
msgid "Filename"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -27,6 +27,9 @@ msgid ""
"Unity user, and aims to help you migrate your existing Unity experience into "
"the world of Godot."
msgstr ""
"Dieses Handbuch bietet einen Überblick über die Godot Engine aus der Sicht "
"eines Unity-Benutzers und soll Ihnen helfen, Ihre vorhandene Unity-Erfahrung "
"in die Welt von Godot zu migrieren."
#: ../../docs/getting_started/editor/unity_to_godot.rst:15
msgid ""
@@ -37,15 +40,15 @@ msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:18
msgid "Differences"
msgstr ""
msgstr "Unterschiede"
#: ../../docs/getting_started/editor/unity_to_godot.rst:21
msgid "Unity"
msgstr ""
msgstr "Unity"
#: ../../docs/getting_started/editor/unity_to_godot.rst:21
msgid "Godot"
msgstr ""
msgstr "Godot"
#: ../../docs/getting_started/editor/unity_to_godot.rst:23
msgid "License"
@@ -66,7 +69,7 @@ msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:25
msgid "Windows, macOS, Linux (unofficial and unsupported)"
msgstr ""
msgstr "Windows, macOS, Linux (inoffiziell und nicht unterstützt)"
#: ../../docs/getting_started/editor/unity_to_godot.rst:25
msgid "Windows, macOS, X11 (Linux, \\*BSD)"
@@ -78,7 +81,7 @@ msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:27
msgid "**Desktop:** Windows, macOS, Linux"
msgstr ""
msgstr "**Desktop:** Windows, macOS, Linux"
#: ../../docs/getting_started/editor/unity_to_godot.rst:28
msgid "**Mobile:** Android, iOS, Windows Phone, Tizen"
@@ -90,25 +93,27 @@ msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:30
msgid "**Consoles:** PS4, PS Vita, Xbox One, Xbox 360, Wii U, Nintendo 3DS"
msgstr ""
msgstr "**Konsolen:** PS4, PS Vita, Xbox One, Xbox 360, Wii U, Nintendo 3DS"
#: ../../docs/getting_started/editor/unity_to_godot.rst:31
msgid ""
"**VR:** Oculus Rift, SteamVR, Google Cardboard, Playstation VR, Gear VR, "
"HoloLens"
msgstr ""
"**VR:** Oculus Rift, SteamVR, Google Cardboard, Playstation VR, Gear VR, "
"HoloLens"
#: ../../docs/getting_started/editor/unity_to_godot.rst:32
msgid "**TV:** Android TV, Samsung SMART TV, tvOS"
msgstr ""
msgstr "**TV:** Android TV, Samsung SMART TV, tvOS"
#: ../../docs/getting_started/editor/unity_to_godot.rst:27
msgid "**Desktop:** Windows, macOS, X11"
msgstr ""
msgstr "**Desktop:** Windows, macOS, X11"
#: ../../docs/getting_started/editor/unity_to_godot.rst:28
msgid "**Mobile:** Android, iOS"
msgstr ""
msgstr "**Mobil:** Android, iOS"
#: ../../docs/getting_started/editor/unity_to_godot.rst:29
msgid "**Web:** WebAssembly"
@@ -116,15 +121,15 @@ msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:30
msgid "**Console:** See :ref:`doc_consoles`"
msgstr ""
msgstr "**Konsolen:** See :ref:`doc_consoles`"
#: ../../docs/getting_started/editor/unity_to_godot.rst:31
msgid "**VR:** Oculus Rift, SteamVR"
msgstr ""
msgstr "**VR:** Oculus Rift, SteamVR"
#: ../../docs/getting_started/editor/unity_to_godot.rst:34
msgid "Scene system"
msgstr ""
msgstr "Szenensystem"
#: ../../docs/getting_started/editor/unity_to_godot.rst:34
msgid "Component/Scene (GameObject > Component)"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -62,27 +62,27 @@ msgstr "Sonderfälle:"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:30
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:59
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:188
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:203
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:215
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:199
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:214
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:234
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:249
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:261
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:321
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:237
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:245
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:260
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:272
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:332
msgid "GDScript"
msgstr "GDScript"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:30
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:59
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:188
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:203
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:215
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:199
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:214
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:234
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:249
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:261
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:321
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:237
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:245
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:260
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:272
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:332
msgid "C#"
msgstr ""
@@ -173,11 +173,11 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:71
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:90
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:121
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:92
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:132
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:144
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:305
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:143
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:155
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:316
msgid "Example:"
msgstr ""
@@ -187,36 +187,39 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:88
msgid ""
"Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword."
"Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword. "
"This attribute can also be provided with optional :ref:"
"`PropertyHint<enum_@GlobalScope_PropertyHint>` and ``hintString`` "
"parameters. Default values can be set by assigning a value."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:103
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:114
msgid "Signal keyword"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:105
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:116
msgid ""
"Use the ``[Signal]`` attribute to declare a signal instead of the GDScript "
"``signal`` keyword. This attribute should be used on a `delegate`, whose "
"name signature will be used to define the signal."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:113
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:124
msgid "See also: :ref:`c_sharp_signals`"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:116
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:127
msgid "Singletons"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:118
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:129
msgid ""
"Singletons are available as static classes rather than using the singleton "
"pattern. This is to make code less verbose than it would be with an "
"``Instance`` property."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:127
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:138
msgid ""
"However, in some very rare cases this is not enough. For example, you may "
"want to access a member from the base class ``Godot.Object``, like "
@@ -225,21 +228,21 @@ msgid ""
"is ``Godot.Object``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:139
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:150
msgid "String"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:141
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:152
msgid ""
"Use ``System.String`` (``string``). Most of Godot's String methods are "
"provided by the ``StringExtensions`` class as extension methods."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:151
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:162
msgid "There are a few differences, though:"
msgstr "Es gibt allerdings ein paar Unterschiede:"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:153
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:164
msgid ""
"``erase``: Strings are immutable in C#, so we cannot modify the string "
"passed to the extension method. For this reason, ``Erase`` was added as an "
@@ -247,53 +250,53 @@ msgid ""
"can use ``string.Remove``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:157
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:168
msgid ""
"``IsSubsequenceOf``/``IsSubsequenceOfi``: An additional method is provided, "
"which is an overload of ``IsSubsequenceOf``, allowing you to explicitly "
"specify case sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:168
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:179
msgid ""
"``Match``/``Matchn``/``ExprMatch``: An additional method is provided besides "
"``Match`` and ``Matchn``, which allows you to explicitly specify case "
"sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:179
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:190
msgid "Basis"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:181
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:192
msgid ""
"Structs cannot have parameterless constructors in C#. Therefore, ``new "
"Basis()`` initializes all primitive members to their default value. Use "
"``Basis.Identity`` for the equivalent of ``Basis()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:185
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:231
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:196
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:242
msgid "The following method was converted to a property with a different name:"
msgstr ""
"Die folgende Methode wurde in eine Eigenschaft mit einem neuen Namen "
"konvertiert:"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:190
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:206
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:201
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:217
msgid "``get_scale()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:190
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:206
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:201
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:217
msgid "``Scale``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:194
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:205
msgid "Transform2D"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:196
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:207
msgid ""
"Structs cannot have parameterless constructors in C#. Therefore, ``new "
"Transform2D()`` initializes all primitive members to their default value. "
@@ -301,205 +304,205 @@ msgid ""
"in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:200
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:211
msgid ""
"The following methods were converted to properties with their respective "
"names changed:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:205
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:216
msgid "``get_rotation()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:205
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:216
msgid "``Rotation``"
msgstr "``Drehung``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:210
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:221
msgid "Plane"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:212
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
msgid ""
"The following method was converted to a property with a *slightly* different "
"name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:217
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
msgid "``center()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:217
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
msgid "``Center``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:221
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:232
msgid "Rect2"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:234
msgid ""
"The following field was converted to a property with a *slightly* different "
"name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:239
msgid "``end``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:239
msgid "``End``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:236
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:247
msgid "``get_area()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:236
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:247
msgid "``Area``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:240
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:251
msgid "Quat"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:242
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:253
msgid ""
"Structs cannot have parameterless constructors in C#. Therefore, ``new "
"Quat()`` initializes all primitive members to their default value. Please "
"use ``Quat.Identity`` for the equivalent of ``Quat()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:246
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:257
msgid ""
"The following methods were converted to a property with a different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:251
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:262
msgid "``length()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:251
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:262
msgid "``Length``"
msgstr "``Länge``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:252
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263
msgid "``length_squared()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:252
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263
msgid "``LengthSquared``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:256
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:267
msgid "Array"
msgstr "Array"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:258
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:269
msgid ""
"*This is temporary. PoolArrays will need their own types to be used the way "
"they are meant to.*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:274
msgid "``Array``"
msgstr "``Array``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:274
msgid "``Godot.Collections.Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:264
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:275
msgid "``PoolIntArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:264
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:275
msgid "``int[]``"
msgstr "``int[]``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:265
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:276
msgid "``PoolByteArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:265
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:276
msgid "``byte[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:266
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:277
msgid "``PoolFloatArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:266
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:277
msgid "``float[]``"
msgstr "``float[]``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:267
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:278
msgid "``PoolStringArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:267
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:278
msgid "``String[]``"
msgstr "``String[]``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:268
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:279
msgid "``PoolColorArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:268
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:279
msgid "``Color[]``"
msgstr "``Farbe[]``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:269
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:280
msgid "``PoolVector2Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:269
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:280
msgid "``Vector2[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:270
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:281
msgid "``PoolVector3Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:270
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:281
msgid "``Vector3[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:273
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:284
msgid ""
"``Godot.Collections.Array<T>`` is a type-safe wrapper around ``Godot."
"Collections.Array``. Use the ``Godot.Collections.Array<T>(Godot.Collections."
"Array)`` constructor to create one."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:277
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:288
msgid "Dictionary"
msgstr "Wörterbuch"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:279
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:290
msgid "Use ``Godot.Collections.Dictionary``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:281
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:292
msgid ""
"``Godot.Collections.Dictionary<T>`` is a type-safe wrapper around ``Godot."
"Collections.Dictionary``. Use the ``Godot.Collections.Dictionary<T>(Godot."
"Collections.Dictionary)`` constructor to create one."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:285
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:296
msgid "Variant"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:287
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:298
msgid "``System.Object`` (``object``) is used instead of ``Variant``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:290
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:301
msgid "Communicating with other scripting languages"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:292
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:303
msgid ""
"The methods ``object Object.Call(string method, params object[] args)``, "
"``object Object.Get(string field)`` and ``object Object.Set(string field, "
@@ -507,70 +510,70 @@ msgid ""
"scripting languages via the Variant API."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:298
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:309
msgid "Yield"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:300
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:311
msgid ""
"Something similar to GDScript's ``yield`` with a single parameter can be "
"achieved with C#'s `yield keyword <https://docs.microsoft.com/en-US/dotnet/"
"csharp/language-reference/keywords/yield>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:303
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:314
msgid ""
"The equivalent of yield on signal can be achieved with async/await and "
"``Godot.Object.ToSignal``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:313
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:324
msgid "Other differences"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:315
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:326
msgid ""
"``preload``, as it works in GDScript, is not available in C#. Use ``GD."
"Load`` or ``ResourceLoader.Load`` instead."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:318
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:329
msgid "Other differences:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:323
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:334
msgid "``Color8``"
msgstr "``Farbe8``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:323
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:334
msgid "``Color.Color8``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:324
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:335
msgid "``is_inf``"
msgstr "``ist_inf``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:324
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:335
msgid "``float.IsInfinity``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:325
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:336
msgid "``is_nan``"
msgstr "``is_nan``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:325
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:336
msgid "``float.IsNaN``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:326
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:337
msgid "``dict2inst``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:326
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:327
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:337
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:338
msgid "TODO"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:327
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:338
msgid "``inst2dict``"
msgstr "``instant2dict``"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -1311,6 +1311,13 @@ msgid ""
"dictionary of that name."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:652
msgid ""
"In Godot 3.1 and later, keys in a named enum are not registered as global "
"constants. They should be accessed prefixed by the enum's name (``Name."
"KEY``); see an example below."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:672
msgid "Functions"
msgstr "Funktionen"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -81,7 +81,8 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:96
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:120
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:140
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:222
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:160
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:242
msgid "**Good**:"
msgstr "**Gut**:"
@@ -89,8 +90,9 @@ msgstr "**Gut**:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:61
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:106
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:127
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:150
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:230
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:147
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:170
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:250
msgid "**Bad**:"
msgstr "**Schlecht**:"
@@ -145,10 +147,21 @@ msgstr ""
"Reihenfolgen zu bestimmen, sie verringern nur die Lesbarkeit."
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:135
#, fuzzy
msgid "Comment spacing"
msgstr "Kommentare"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:137
msgid ""
"Normal comments should start with a space, but comments which are disabled "
"code should not. This helps differentiate text comments from disabled code."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:155
msgid "Whitespace"
msgstr "Leerzeichen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:137
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:157
msgid ""
"Always use one space around operators and after commas. Avoid extra spaces "
"in dictionary references and function calls, or to create \"columns.\""
@@ -157,15 +170,15 @@ msgstr ""
"zusätzliche Leerzeichen in Dictionary-Referenzen oder Funktionsaufrufen, "
"oder um \"Spalten\" zu erzeugen."
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:160
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:180
msgid "**NEVER**:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:169
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:189
msgid "Naming conventions"
msgstr "Benennungsrichtlinien"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:171
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:191
msgid ""
"These naming conventions follow the Godot Engine style. Breaking these will "
"make your code clash with the built-in naming conventions, which is ugly."
@@ -174,28 +187,28 @@ msgstr ""
"Nichtbeachtung wird dein Code mit den eingebauten Bennennungsrichtlinien "
"kollidieren, was hässlich ist."
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:176
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:196
msgid "Classes and nodes"
msgstr "Klassen und Nodes"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:178
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:198
msgid "Use PascalCase: ``extends KinematicBody``"
msgstr "Nutze PascalCase: ``extends KinematicBody``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:180
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:200
msgid "Also when loading a class into a constant or variable:"
msgstr ""
"Außerdem beim abspeichern einer Klasse in einer Konstante oder Variable:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:187
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:207
msgid "Functions and variables"
msgstr "Funktionen und Variablen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:189
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:209
msgid "Use snake\\_case: ``get_node()``"
msgstr "snake\\_case benutzen: ``get_node()``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:191
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:211
msgid ""
"Prepend a single underscore (\\_) to virtual methods (functions the user "
"must override), private functions, and private variables: ``func _ready()``"
@@ -204,19 +217,19 @@ msgstr ""
"private Funktionen und private Variablen mit führendem Unterstrich: ``func "
"_ready()``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:196
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:216
msgid "Signals"
msgstr "Signale"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:198
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:218
msgid "Use past tense:"
msgstr "Vergangenheitsform benutzen:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:206
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:226
msgid "Constants"
msgstr "Konstanten"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:208
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:228
msgid ""
"Use CONSTANT\\_CASE, all caps, with an underscore (\\_) to separate words: "
"``const MAX_SPEED = 200``"
@@ -224,35 +237,35 @@ msgstr ""
"Verwende CONSTANT\\_CASE, alles in Großbuchstaben, mit einem Unterstrich "
"zur Worttrennung: ``const MAX_SPEED = 200``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:212
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:232
#, fuzzy
msgid "Static typing"
msgstr "Statische Funktionen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:214
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:234
msgid ""
"Since Godot 3.1, GDScript supports :ref:`optional static "
"typing<doc_gdscript_static_typing>`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:217
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:237
#, fuzzy
msgid "Type hints"
msgstr "Typen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:219
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:239
msgid ""
"Place the colon right after the variable's name, without a space, and let "
"the GDScript compiler infer the variable's type when possible."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:238
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:258
msgid ""
"When you let the compiler infer the type hint, write the colon and equal "
"signs together: ``:=``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:244
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:264
msgid ""
"Add a space on either sides of the return type arrow when defining functions."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -366,7 +366,7 @@ msgstr "Beispiel: Ausgelöster Warnhinweis"
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:329
msgid ""
"To ignore specific warnings in one file, insert a special comment of the "
"form ``#warning-ignore:warning-id``, or click on the ignore link to the "
"form ``# warning-ignore:warning-id``, or click on the ignore link to the "
"right of the warnings description. Godot will add a comment above the "
"corresponding line and the code wont trigger the corresponding warning "
"anymore:"
@@ -378,6 +378,13 @@ msgstr "Ignorieren einer Warnung"
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:340
msgid ""
"You can also choose to ignore not just one but all warnings of a certain "
"type in this file with ``# warning-ignore-all:warning-id``. To ignore all "
"warnings of all types in a file add the comment ``# warnings-disable`` to it."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:344
msgid ""
"Warnings wont prevent the game from running, but you can turn them into "
"errors if youd like. This way your game wont compile unless you fix all "
"warnings. Head to the ``GDScript`` section of the Project Settings to turn "
@@ -385,46 +392,46 @@ msgid ""
"as errors turned on:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:349
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:353
msgid "warnings as errors"
msgstr "Warnungen als Fehler"
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:352
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:356
msgid "Cases where you cant specify types"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:354
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:358
msgid ""
"To wrap up this introduction, lets cover a few cases where you cant use "
"type hints. All the examples below **will trigger errors**."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:357
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:361
msgid "You cant use Enums as types:"
msgstr "Man kann Enums nicht als Typen verwenden:"
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:364
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:368
msgid ""
"You cant specify the type of individual members in an array. This will give "
"you an error:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:371
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:375
msgid ""
"You cant force the assignment of types in a ``for`` loop, as each element "
"the ``for`` keyword loops over already has a different type. So you "
"**cannot** write:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:381
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:385
msgid "Two scripts cant depend on each other in a cyclic fashion:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:400
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:404
msgid "Summary"
msgstr "Zusammenfassung"
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:402
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:406
msgid ""
"Typed GDScript is a powerful tool. Available as of version 3.1 of Godot, it "
"helps you write more structured code, avoid common errors, and create "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -448,10 +448,11 @@ msgstr ""
"Dateien:"
#: ../../docs/getting_started/step_by_step/exporting.rst:274
#, fuzzy
msgid ""
"Viewing the `.html` file in your browser lets you play the game. However, "
"you can't open the file directly, it needs to be served by a web server. If "
"you don't have one set up on your computer, you can use Google to find "
"you don't have one set up on your computer, you can search online to find "
"suggestions for your specific OS."
msgstr ""
"Wenn Du die `.html'-Datei in Deinem Browser öffnest, kannst Du das Spiel "
@@ -481,12 +482,13 @@ msgstr ""
"mit Debuggen\" deaktivierst."
#: ../../docs/getting_started/step_by_step/exporting.rst:287
#, fuzzy
msgid ""
"Browser support for WASM is not very widespread. Firefox and Chrome both "
"support it, but you may still find some things that don't work. Make sure "
"you have updated your browser to the most recent version, and report any "
"bugs you find at the `Godot Github repository <https://github.com/"
"godotengine/godot/issues>`_."
"While WASM is supported in all major browsers, it is still an emerging "
"technology and you may find some things that don't work. Make sure you have "
"updated your browser to the most recent version, and report any bugs you "
"find at the `Godot Github repository <https://github.com/godotengine/godot/"
"issues>`_."
msgstr ""
"Die Browserunterstützung für WASM ist nicht sehr weit verbreitet. Firefox "
"und Chrome unterstützen beide, aber möglicherweise funktioniert nicht alles. "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -61,22 +61,25 @@ msgid "|image1|"
msgstr "|image1|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:23
#, fuzzy
msgid ""
"From the **Templates** tab you can download open source project templates "
"and demos to help you get started faster."
"and demos to help you get started faster. Just select the template or demo "
"you want, click download, once it's finished downloading click install and "
"choose where you want the project to go."
msgstr ""
"Aus dem **Vorlagen**-Tab kannst Du öffentliche Projektvorlagen und Demos "
"herunterladen, die Dir einen schnelleren Einstieg ermöglichen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:26
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:28
msgid "|image2|"
msgstr "|image2|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:29
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:31
msgid "Create or import a project"
msgstr "Erzeugen oder Importieren eines Projekts"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:31
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:33
msgid ""
"To create a new project, click the ``New Project`` button on the right. Give "
"it a name and choose an empty folder on your computer to save it."
@@ -85,11 +88,11 @@ msgstr ""
"rechten Seite. Gib dem Projekt einen Namen und wähle ein leeres Verzeichnis "
"auf deinem Computer aus, um es dort anzulegen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:34
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:36
msgid "|image3|"
msgstr "|image3|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:36
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:38
msgid ""
"Click the Browse button to open Godots file browser and pick a location or "
"type the folders path in the Project Path field."
@@ -97,11 +100,11 @@ msgstr ""
"Klicke auf \"Durchstöbern\", um Godots Dateibrowser zu öffnen und wähle "
"einen Ort oder tippe einen Pfad zum Zielverzeichnis im Projektpfadfeld ein."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:39
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:41
msgid "|image4|"
msgstr "|image4|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:41
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:43
msgid ""
"When you see the green tick on the right, it means the engine detects an "
"empty folder and you may click ``Create``. Godot will create the project for "
@@ -112,7 +115,7 @@ msgstr ""
"Bearbeiten\" bestätigen kannst. Godot wird das Projekt nun für Dich "
"erstellen und im Editor öffnen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:45
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:47
msgid ""
"The next time youll open Godot, youll see your new project in the list. "
"Double click on it to open it in the editor."
@@ -121,11 +124,11 @@ msgstr ""
"Liste stehen sehen. Klicke es mit einem Doppelklick an, um es im Editor zu "
"öffnen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:48
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:50
msgid "|image5|"
msgstr "|image5|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:50
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:52
msgid ""
"You can import existing projects in a similar way, using the Import button. "
"Locate the folder that contains the project or the ``project.godot`` file to "
@@ -135,24 +138,24 @@ msgstr ""
"dazu den Ordner, welcher das Projekt oder die Datei \"project.godot\" "
"enthält um sie zu importieren und zu bearbeiten."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:54
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:56
msgid "|image7|"
msgstr "|image7|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:56
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:58
msgid "When the folder path is correct, you'll see a green checkmark."
msgstr ""
"Wenn der Dateipfad zum Ordner korrekt ist, sehen Sie einen grünen Haken."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:58
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:60
msgid "|image8|"
msgstr "|image8|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:61
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:63
msgid "Your first look at Godots editor"
msgstr "Dein erster Blick auf Godots Editor"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:63
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:65
msgid ""
"Welcome to Godot! With your project open, you should see the editors "
"interface with the 3D viewport active. You can change the current workspace "
@@ -163,19 +166,19 @@ msgstr ""
"aktuellen Arbeitsbereich am oberen Bildschirmrand der Oberfläche wechseln. "
"Klicke auf 2D, um in den 2D-Arbeitsbereich zu schalten."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:68
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:70
msgid "|image9|"
msgstr "|image9|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:70
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:72
msgid "Now you should see this interface, with empty docks on the right side."
msgstr "Nun sollte es so aussehen, mit leeren Fenstern auf der rechten Seite."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:72
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:74
msgid "|image10|"
msgstr "|image10|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:74
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:76
msgid ""
"At the top, from left to right, you can see the **main menus**, the "
"**workspaces**, and the **playtest buttons**."
@@ -184,7 +187,7 @@ msgstr ""
"**Hauptmenüfelder**, dann die **Arbeitsbereiche** und zuletzt die "
"Kontrollschaltflächen zum **Testen und Debuggen des Projekts**."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:77
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:79
msgid ""
"On the left side, you have the **FileSystem dock**, where youll manage your "
"project files and assets."
@@ -192,11 +195,11 @@ msgstr ""
"Auf der linken Seite befindet sich die **Dateienansicht**, wo Sie Ihre "
"Projektdateien und Assets verwalten können."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:80
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:82
msgid "|image11|"
msgstr "|image11|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:82
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:84
msgid ""
"On the right side, youll find the **Scene dock**, which lists the active "
"scenes content and the **Inspector** in the bottom right corner."
@@ -205,11 +208,11 @@ msgstr ""
"den Inhalt der aktiven Szene auflistet sowie den (ebenfalls andockbaren) "
"**Inspektor** in der rechten unteren Ecke."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:85
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:87
msgid "|image12|"
msgstr "|image12|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:87
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:89
msgid ""
"In the center, you have the **Toolbar** at the top, where youll find tools "
"to move, scale or lock your scenes objects. It changes as you jump to "
@@ -220,11 +223,11 @@ msgstr ""
"Szene. Die Werkzeuge ändert sich, sobald Sie zu einem anderen Arbeitsbereich "
"wechseln."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:91
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:93
msgid "|image13|"
msgstr "|image13|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:93
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:95
msgid ""
"The **Bottom Panel** is the host for the debug console, the animation "
"editor, the audio mixer… They are wide and can take precious space. Thats "
@@ -234,21 +237,21 @@ msgstr ""
"Editor, Audiomixer etc. Sie ist relativ breit und kann wertvollen Platz "
"einnehmen. Daher ist sie in der Regel zusammengeklappt."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:97
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:99
msgid "|image14|"
msgstr "|image14|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:100
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:102
msgid "The workspaces"
msgstr "Die Arbeitsbereiche"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:102
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:104
msgid ""
"You can see four workspace buttons at the top: 2D, 3D, Script and AssetLib."
msgstr ""
"Oben befinden sich die vier Arbeitsumgebungen: 2D, 3D, Script, und AssetLib."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:105
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:107
msgid ""
"Youll use the **2D workspace** for all types of games. In addition to 2D "
"games, the 2D workspace is where you'll build your interfaces. Press F1 to "
@@ -258,11 +261,11 @@ msgstr ""
"Zusätzlich zu den 2D-Spielen wirst Du dort Deine Benutzeroberflächen "
"erstellen. Drücke F1, um darauf zuzugreifen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:108
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:110
msgid "|image15|"
msgstr "|image15|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:110
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:112
msgid ""
"In the **3D workspace**, you can work with meshes, lights, and design levels "
"for 3D games. Press F2 to access it."
@@ -270,11 +273,11 @@ msgstr ""
"Im **3D-Arbeitsbereich** arbeitest Du mit Meshes und Lichtobjekten und "
"erstellst Level für 3D-Spiele. Drücke F2, um hierauf zuzugreifen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:113
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:115
msgid "|image16|"
msgstr "|image16|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:115
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:117
msgid ""
"Notice the text [perspective] under the toolbar, it is a button that opens a "
"list of options related to the 3D viewport."
@@ -282,18 +285,18 @@ msgstr ""
"Beachte den Text [Perspektive] unter der Werkzeugleiste. Dies ist eine "
"Schaltfläche, die ein Menü mit Einstelloptionen für die 3D-Ansicht öffnet."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:117
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:119
msgid "|image20|"
msgstr "|image20|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:119
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:121
msgid ""
"Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace**."
msgstr ""
"Lies :ref:`doc_introduction_to_3d` für weitere Informationen zum **3D-"
"Arbeitsbereich**."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:121
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:123
msgid ""
"The **Script** workspace is a complete code editor with a debugger, rich "
"auto-completion, and built-in code reference. Press F3 to access it, and F4 "
@@ -303,11 +306,11 @@ msgstr ""
"Debugger, Autovervollständigung und eingebauter Code-Referenz. Drücke F3, um "
"darauf zuzugreifen oder F4, um die Referenz zu durchsuchen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:125
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:127
msgid "|image17|"
msgstr "|image17|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:127
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:129
msgid ""
"Finally the **AssetLib** is a library of Free add-ons, scripts and assets to "
"use in your projects."
@@ -315,11 +318,11 @@ msgstr ""
"Abschließend die **AssetLib**: eine Bibliothek mit kostenlosen Add-ons, "
"Skripten und Inhalten, die Du in Deinen Projekten verwenden kannst."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:131
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:133
msgid "Modify the interface"
msgstr "Oberfläche anpassen"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:133
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:135
msgid ""
"Godots interface lives in a single window. You cannot split it across "
"multiple screens although you can work with an external code editor like "
@@ -329,11 +332,11 @@ msgstr ""
"mehrere Bildschirme aufteilen. Allerdings besteht die Möglichkeit, einen "
"externen CodeEditor, wie z.B. Atom oder Visual Studio, zu benutzen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:138
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:140
msgid "Move and resize docks"
msgstr "Docks verschieben und skalieren"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:140
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:142
msgid ""
"Click and drag on the edge of any dock or panel to resize it horizontally or "
"vertically."
@@ -341,22 +344,22 @@ msgstr ""
"Klicke und ziehe den Rand eines beliebigen Dockfensters oder Panels, um die "
"Größe horizontal bzw. vertikal zu ändern."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:143
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:145
msgid "|image18|"
msgstr "|image18|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:145
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:147
msgid ""
"Click the three-dotted icon at the top of any dock to change its location."
msgstr ""
"Klicke auf das dreigepunktete Symbol am oberen Rand eines beliebigen Docks, "
"um seine Position zu ändern."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:148
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:150
msgid "|image19|"
msgstr "|image19|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:150
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:152
msgid ""
"Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and "
"feel of the editor."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -96,7 +96,7 @@ msgstr ""
msgid ""
"It contains the root :ref:`Viewport <class_Viewport>`, to which a scene is "
"added as a child when it's first opened to become part of the *Scene Tree* "
"(more on that next)"
"(more on that next)."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:52

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -210,19 +210,29 @@ msgstr ""
"ihrer Projekte."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:88
#, fuzzy
msgid ""
"To create a new project, click the \"New Project\" option. Choose and create "
"a path for the project and specify the project name \"New Project\":"
"a path for the project and specify the project name."
msgstr ""
"Um ein neues Projekt anzulegen, klicke auf die Schaltfläche \"Neues Projekt"
"\". Wähle und erstelle einen Verzeichnispfad für das Spiel und gib den "
"Projektnamen \"Neues Projekt\" ein:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:94
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:91
msgid ""
"You can also select the rendering backend at this stage (OpenGL ES 3.0 or "
"OpenGL ES 2.0). The advantages and disadvantages of each are listed to help "
"you choose, and you can refer to :ref:`doc_gles2_gles3_differences` for more "
"details. Note that you can change the backend from the project settings if "
"you change your mind later on. For this tutorial either backend is fine."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:100
msgid "Editor"
msgstr "Editor"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:96
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:102
msgid ""
"Once you've created the \"New Project\", then open it. This will open the "
"Godot editor:"
@@ -230,7 +240,7 @@ msgstr ""
"Nachdem Du \"Neues Projekt\" angelegt hast, öffne es. Dadurch wird der Godot-"
"Editor gestartet:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:101
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:107
msgid ""
"As mentioned before, making games in Godot feels like being in a kitchen, so "
"let's open the refrigerator and add some fresh nodes to the project. We'll "
@@ -241,14 +251,41 @@ msgstr ""
"fügen dem Projekt ein paar frische Nodes hinzu. Wir beginnen mit einer "
"\"Hello World\"-Nachricht, die wir auf dem Bildschirm ausgeben werden."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:106
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:112
msgid ""
"To do this, press the \"New Node\" button (which looks like a plus symbol):"
"To do this we need to add a Label node. Press the \"Add Child Node\" button "
"at the top left of the scene dock (the icon represents a plus symbol). This "
"button is the main way to add new nodes to a scene, and will always add the "
"chosen node as a child of the currently selected node (or, in an empty "
"scene, as the \"root\" node)."
msgstr ""
"Drück dazu auf die \"Node hier anhängen\"-Schaltfläche (das Pluszeichen im "
"Kopf des Szene-Fensters):"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:110
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:120
msgid ""
"In an empty scene (without root node), the scene dock shows several options "
"to quickly add a root node to the scene. \"2D Scene\" adds a Node2D node, "
"\"3D Scene\" adds a Spatial node, \"User Interface\" adds a Control node, "
"and \"Custom Node\" which lets you select any node (so it is equivalent to "
"pressing the \"Add Child Node\" button). You can also press the star-shaped "
"icon to toggle the display of your favorited nodes."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:128
msgid ""
"Note that these presets are here for convenience and are not mandatory for "
"the different types of scenes. Not every 3D scene needs a Spatial node as "
"its root node, likewise not every GUI or 2D scene needs a Control node or "
"Node2D as their root node."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:133
msgid ""
"Now, to add a label node to this scene you can click on the Custom Node "
"button or the Add Node button at the top. In scenes that aren't empty you "
"use the add node button to create every child node."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:139
msgid ""
"This will open the Create Node dialog, showing the long list of nodes that "
"can be created:"
@@ -256,7 +293,7 @@ msgstr ""
"Daraufhin öffnet sich der Dialog \"Node erstellen\", in dem die lange Liste "
"der Nodes angezeigt wird, die erzeugt werden können:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:115
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:144
msgid ""
"From there, select the \"Label\" node first. Searching for it is probably "
"the fastest way:"
@@ -264,13 +301,13 @@ msgstr ""
"Wähle aus der Liste den \"Label\"-Node aus. Am schnellsten findest Du den "
"Node wahrscheinlich durch die Suche:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:120
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:149
msgid "And finally, create the Label! A lot happens when Create is pressed:"
msgstr ""
"Jetzt nur noch auf \"Erstellen\" drücken! Nach einem Druck auf die "
"Schaltfläche passiert eine ganze Menge:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:124
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:153
msgid ""
"First of all, the scene changes to the 2D editor (because Label is a 2D Node "
"type), and the Label appears, selected, at the top left corner of the "
@@ -280,7 +317,7 @@ msgstr ""
"Typ ist), und das Label erscheint, vorausgewählt, in der oberen linken Ecke "
"des Ansichtsfensters."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:127
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:156
msgid ""
"The node appears in the scene tree editor (box in the top right corner), and "
"the label properties appear in the Inspector (box in the bottom right "
@@ -289,7 +326,7 @@ msgstr ""
"Der Node erscheint als neuer Eintrag im Szenenbaum (oben rechts) und die "
"Label-Eigenschaften werden im Inspektor aufgeführt (unten rechts)."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:131
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:160
msgid ""
"The next step will be to change the \"Text\" Property of the label. Let's "
"change it to \"Hello World\":"
@@ -297,7 +334,7 @@ msgstr ""
"Mit dem nächsten Schritt wird die \"Text\"-Eigenschaft des Labels geändert. "
"Ändern wir es zu \"Hello World\":"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:136
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:165
msgid ""
"Ok, everything's ready to run the scene! Press the PLAY SCENE Button on the "
"top bar (or hit F6):"
@@ -306,11 +343,11 @@ msgstr ""
"Schaltfläche oben rechts (die kleine Filmklappe mit dem Play-Symbol) oder "
"drücke F6:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:141
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:170
msgid "Aaaand... Oops."
msgstr "Uuuund... Ups."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:145
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:174
msgid ""
"Scenes need to be saved to be run, so save the scene to something like Hello."
"tscn in Scene -> Save:"
@@ -319,13 +356,14 @@ msgstr ""
"Speichere also die Szene bspw. als \n"
"\"Hello.tscn\" in \"Szene\" -> \"Szene speichern\" ab:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:150
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:179
#, fuzzy
msgid ""
"And here's when something funny happens. The file dialog is a special file "
"dialog, and only allows you to save inside the project. The project root is "
"\"res://\" which means \"resource path\". This means that files can only be "
"``res://`` which means \"resource path\". This means that files can only be "
"saved inside the project. For the future, when doing file operations in "
"Godot, remember that \"res://\" is the resource path, and no matter the "
"Godot, remember that ``res://`` is the resource path, and no matter the "
"platform or install location, it is the way to locate where resource files "
"are from inside the game."
msgstr ""
@@ -338,7 +376,7 @@ msgstr ""
"steht und unabhängig von Plattform oder Installationsort stets dafür genutzt "
"wird, um auf Dateien innerhalb des Spiels heraus zuzugreifen."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:158
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:187
msgid ""
"After saving the scene and pressing run scene again, the \"Hello World\" "
"demo should finally execute:"
@@ -346,22 +384,25 @@ msgstr ""
"Nach dem Abspeichern der Szene und nochmaligen Drücken von \"Szene starten\" "
"sollte die \"Hello World\"-Demo nun endlich ausgeführt werden:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:163
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:192
msgid "Success!"
msgstr "Geschafft!"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:167
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:196
msgid ""
"If this doesn't immediately work and you have a hiDPI display on at least "
"one of your monitors, go to **Project → Project Settings → Display → "
"Window** then enable **Allow Hidpi** under **Dpi**."
msgstr ""
"Falls dies nicht sofort funktioniert und ein hiDPI-Display gebraucht wird, "
"kann dies unter **Projekt → Projekteinstellungen → Display → Window** "
"aktiviert werden, indem unter **Dpi**, **Allow Hidpi** eingeschaltet wird."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:175
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:204
msgid "Configuring the project"
msgstr "Konfigurieren des Projekts"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:177
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:206
msgid ""
"Ok, it's time to configure the project. Right now, the only way to run "
"something is to execute the current scene. Projects, however, may have "
@@ -374,7 +415,7 @@ msgstr ""
"Hauptszene bestimmt werden. Das ist die Szene, die gestartet wird, wenn das "
"Projekt ausgeführt wird."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:182
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:211
msgid ""
"These settings are all stored in a project.godot file, which is a plaintext "
"file in win.ini format (for easy editing). There are dozens of settings that "
@@ -388,13 +429,13 @@ msgstr ""
"auszuführen ist. Um das Bearbeiten dieser Einstellungen zu vereinfachen, "
"stellt Godot den \"Projekteinstellungen\"-Dialog zur Verfügung."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:188
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:217
msgid "To access that dialog, select Project -> Project Settings. Try it now."
msgstr ""
"Um diesen Dialog aufzurufen, wähle im Menü \"Projekt\" -> "
"\"Projekteinstellungen\" aus. Versuch es jetzt einmal."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:190
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:219
msgid ""
"Once the window opens, let's select a main scene. Locate the `Application/"
"Run/Main Scene` property and click on it to select 'Hello.tscn'."
@@ -404,7 +445,7 @@ msgstr ""
"rechts auf das kleine Dateisymbol, um die 'Hello.tscn' als Hauptszene zu "
"selektieren."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:195
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:224
msgid ""
"Now, with this change, when you press the regular Play button (or F5), this "
"scene will run, no matter which scene is actively being edited."
@@ -413,7 +454,7 @@ msgstr ""
"(oder F5) diese Szene ausgeführt, ganz gleich, welche Szene Du gerade "
"bearbeitest."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:198
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:227
msgid ""
"The project settings dialog provides a lot of options that can be saved to a "
"project.godot file and shows their default values. If you change a value, a "
@@ -427,7 +468,7 @@ msgstr ""
"bedeutet, dass die Eigenschaft in der Datei project.godot gespeichert wird. "
"Ein Klick auf diesen Pfeil setzt den Wert wieder auf Standard."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:203
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:232
msgid ""
"As a side note, it is also possible to add custom configuration options and "
"read them in at run-time using the :ref:`ProjectSettings "
@@ -437,11 +478,11 @@ msgstr ""
"und diese während der Laufzeit über den :ref:`ProjectSettings "
"<class_ProjectSettings>`-Singelton abzufragen."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:207
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:236
msgid "To be continued..."
msgstr "Fortsetzung folgt..."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:209
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:238
msgid ""
"This tutorial talked about \"scenes and nodes\", but so far there has been "
"only *one* scene and *one* node! Don't worry, the next tutorial will expand "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -72,10 +72,11 @@ msgid "Timer example"
msgstr "Timer Beispiel"
#: ../../docs/getting_started/step_by_step/signals.rst:26
#, fuzzy
msgid ""
"To see how signals work, let's try using a :ref:`Timer <class_Timer>` node. "
"Create a new scene with a Node and two children: a Timer and a :ref:`Sprite "
"<class_Sprite>`. In the Scene dock, rename Node to TimerExample."
"Create a new scene with a Node2D and two children: a Timer and a :ref:"
"`Sprite <class_Sprite>`. In the Scene dock, rename Node2D to TimerExample."
msgstr ""
"Um zu sehen, wie Signale funktionieren, benutzen wir einen :ref:`Timer "
"<class_Timer>` Node. Erstelle eine neue Szene mit einem Node und zwei "
@@ -123,9 +124,11 @@ msgstr ""
"ausgegeben, wenn der Timer \"0\" erreicht."
#: ../../docs/getting_started/step_by_step/signals.rst:49
#, fuzzy
msgid ""
"Click on the \"timeout()\" signal and click \"Connect...\". You'll see the "
"following window, where you can define how you want to connect the signal:"
"Click on the \"timeout()\" signal and click \"Connect...\" at the bottom of "
"the signals panel. You'll see the following window, where you can define how "
"you want to connect the signal:"
msgstr ""
"Klick auf das \"timeout()\" Signal und danach auf \"Verbinden...\". Auf dem "
"folgenden Fenster kannst du definieren wie das Signal verbunden werden "
@@ -135,19 +138,20 @@ msgstr ""
"Im folgenden Fenster kannst Du definieren, wie Du das Signal verbinden "
"möchtest:"
#: ../../docs/getting_started/step_by_step/signals.rst:54
#: ../../docs/getting_started/step_by_step/signals.rst:55
#, fuzzy
msgid ""
"On the left side, you'll see the nodes in your scene and can select the node "
"that you want to \"listen\" for the signal. Note that the Timer node is red "
"- this is *not* an error, but is a visual indication that it's the node that "
"is emitting the signal. Select the root node."
"that you want to \"listen\" for the signal. Note that the Timer node is "
"blue, this is a visual indication that it's the node that is emitting the "
"signal. Select the root node."
msgstr ""
"Auf der linken Seite siehst Du die Nodes in Deiner Szene. Du kannst den Node "
"auswählen, auf den das Signal \"hören\" soll. Beachte, dass der Timer-Node "
"rot ist. Dies ist *kein* Fehler, sondern ein visueller Hinweis darauf, dass "
"der Node das Signal aussendet. Wähle den Wurzel-Node aus."
#: ../../docs/getting_started/step_by_step/signals.rst:59
#: ../../docs/getting_started/step_by_step/signals.rst:60
msgid ""
"The target node *must* have a script attached or you'll receive an error "
"message."
@@ -155,9 +159,10 @@ msgstr ""
"Der Ziel-Node *muss* mit einem Skript verbunden sein oder es wird eine "
"Fehlermeldung angezeigt."
#: ../../docs/getting_started/step_by_step/signals.rst:62
#: ../../docs/getting_started/step_by_step/signals.rst:63
#, fuzzy
msgid ""
"On the bottom of the window is a field labeled \"Method In Node\". This is "
"On the bottom of the window is a field labeled \"Receiver Method\". This is "
"the name of the function in the target node's script that you want to use. "
"By default, Godot will create this function using the naming convention "
"``_on_<node_name>_<signal_name>`` but you can change it if you wish."
@@ -168,7 +173,7 @@ msgstr ""
"mit der Namenskonvention ``_on_<node_name>_<signal_name>``, aber Du kannst "
"sie ändern, wenn Du möchtest."
#: ../../docs/getting_started/step_by_step/signals.rst:67
#: ../../docs/getting_started/step_by_step/signals.rst:68
msgid ""
"Click \"Connect\" and you'll see that the function has been created in the "
"script:"
@@ -176,7 +181,7 @@ msgstr ""
"Klicke auf \"Verbinden\" und Du siehst, dass die Funktion im Skript erstellt "
"wurde:"
#: ../../docs/getting_started/step_by_step/signals.rst:87
#: ../../docs/getting_started/step_by_step/signals.rst:88
msgid ""
"Now we can replace the placeholder code with whatever code we want to run "
"when the signal is received. Let's make the Sprite blink:"
@@ -185,7 +190,7 @@ msgstr ""
"ausführen möchten, wenn das Signal empfangen wird. Lassen wir das Sprite "
"blinken:"
#: ../../docs/getting_started/step_by_step/signals.rst:111
#: ../../docs/getting_started/step_by_step/signals.rst:112
msgid ""
"Run the scene and you'll see the Sprite blinking on and off every second. "
"You can change the Timer's *Wait Time* property to alter this."
@@ -194,11 +199,11 @@ msgstr ""
"ausgeschaltet wird. Du kannst die *Wait Time* -Eigenschaft des Timers "
"verändern, um die Blinkfrequenz zu ändern."
#: ../../docs/getting_started/step_by_step/signals.rst:115
#: ../../docs/getting_started/step_by_step/signals.rst:116
msgid "Connecting signals in code"
msgstr "Signale im Code verbinden"
#: ../../docs/getting_started/step_by_step/signals.rst:117
#: ../../docs/getting_started/step_by_step/signals.rst:118
msgid ""
"You can also make the signal connection in code rather than with the editor. "
"This is usually necessary when you're instancing nodes via code and so you "
@@ -209,7 +214,7 @@ msgstr ""
"instanziierst. Daher kannst Du den Editor nicht zum Herstellen der "
"Verbindung verwenden."
#: ../../docs/getting_started/step_by_step/signals.rst:121
#: ../../docs/getting_started/step_by_step/signals.rst:122
msgid ""
"First, disconnect the signal by selecting the connection in the Timer's "
"\"Node\" tab and clicking disconnect."
@@ -217,7 +222,7 @@ msgstr ""
"Trenne zunächst das Signal, indem Du die Verbindung in der Registerkarte "
"\"Node\" des Timers auswählst und dort auf Trennen klickst."
#: ../../docs/getting_started/step_by_step/signals.rst:126
#: ../../docs/getting_started/step_by_step/signals.rst:127
msgid ""
"To make the connection in code, we can use the ``connect`` function. We'll "
"put it in ``_ready()`` so that the connection will be made on run. The "
@@ -231,15 +236,15 @@ msgstr ""
"connect(<signal_name>, <target_node>, <target_function_name>)``. Hier ist "
"der Code für unsere Timer-Verbindung:"
#: ../../docs/getting_started/step_by_step/signals.rst:159
#: ../../docs/getting_started/step_by_step/signals.rst:160
msgid "Custom signals"
msgstr "Benutzerdefinierte Signale"
#: ../../docs/getting_started/step_by_step/signals.rst:161
#: ../../docs/getting_started/step_by_step/signals.rst:162
msgid "You can also declare your own custom signals in Godot:"
msgstr "Du kannst auch Deine eigenen Signale in Godot deklarieren:"
#: ../../docs/getting_started/step_by_step/signals.rst:179
#: ../../docs/getting_started/step_by_step/signals.rst:180
msgid ""
"Once declared, your custom signals will appear in the Inspector and can be "
"connected in the same way as a node's built-in signals."
@@ -248,16 +253,16 @@ msgstr ""
"Inspektor und können wie die eingebauten Signale eines Nodes verbunden "
"werden."
#: ../../docs/getting_started/step_by_step/signals.rst:182
#: ../../docs/getting_started/step_by_step/signals.rst:183
msgid "To emit a signal via code, use the ``emit_signal`` function:"
msgstr ""
"Um ein Signal per Code auszusenden, verwende die Funktion ``emit_signal``:"
#: ../../docs/getting_started/step_by_step/signals.rst:208
#: ../../docs/getting_started/step_by_step/signals.rst:209
msgid "Conclusion"
msgstr "Fazit"
#: ../../docs/getting_started/step_by_step/signals.rst:210
#: ../../docs/getting_started/step_by_step/signals.rst:211
msgid ""
"Many of Godot's built-in node types provide signals you can use to detect "
"events. For example, an :ref:`Area2D <class_Area2D>` representing a coin "
@@ -270,7 +275,7 @@ msgstr ""
"die Spielerfigur die Kollisions-Form der Münze berührt. Damit weißt Du, das "
"der Spieler die Münze erreicht hat und einsammeln kann."
#: ../../docs/getting_started/step_by_step/signals.rst:215
#: ../../docs/getting_started/step_by_step/signals.rst:216
msgid ""
"In the next section, :ref:`doc_your_first_game`, you'll build a complete "
"game including several uses of signals to connect different game components."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -173,7 +173,7 @@ msgstr ""
msgid ""
"The next step is to add this script to the autoLoad list. Open ``Project > "
"Project Settings`` from the menu, switch to the \"AutoLoad\" tab and select "
"the script by clicking the ``..`` button or typing its path: ``res://Global."
"the script by clicking the browse button or typing its path: ``res://Global."
"gd``. Press \"Add\" to add it to the autoload list:"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -324,6 +324,11 @@ msgid ""
"from there. It gives us access to the node. The second part of the "
"statement, ``.max_health``, accesses the ``max_health`` on the Player node."
msgstr ""
"Schauen wir uns das mal genauer an. ``$\"../Characters/Player\"``` ist eine "
"Abkürzung, die im Szenenbaum einen Node nach oben geht und von dort aus den "
"Node ``Characters/Player`` abruft. Das gibt uns Zugang zum Node. Der zweite "
"Teil der Anweisung, ``.max_health``, greift auf die ``max_health``-Variable "
"auf dem Player-Node zu."
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:170
msgid ""
@@ -331,6 +336,9 @@ msgid ""
"the two lines into one, but we'll need to use ``player_max_health`` again "
"later in the tutorial."
msgstr ""
"Die zweite Zeile weist den Wert ``bar.max_value`` zu. Die zwei Zeilen "
"könnten auch zu einer Kombiniert werden, doch ``player_max_health`` wird "
"später in der Anleitung noch gebraucht werden."
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:174
msgid ""
@@ -338,6 +346,9 @@ msgid ""
"game, so we could work with this. Why do we still use ``max_health``? There "
"are two reasons:"
msgstr ""
"Am Anfang des Spieles wird ``health`` auf ``max_health`` gesetzt, damit wir "
"es gebrauchen können. Warum brauchen wir ``max_health`` immer noch? Es gibt "
"zwei Gründe:"
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:178
msgid ""
@@ -345,6 +356,10 @@ msgid ""
"``max_health``: a future version of the game may load a level where the "
"player already lost some health."
msgstr ""
"Wir können nicht davon ausgehen, dass ``health`` in jedem Fall "
"``max_health`` entspricht: Eine spätere Version des Spiels könnte "
"beispielsweise einen Level laden, in welchem der Spieler bereits etwas "
"Gesundheit verloren hat."
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:184
msgid ""
@@ -531,7 +546,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:310
msgid "We will reuse this method a bit later"
msgstr ""
msgstr "Wir werden diese Methode etwas später wiederverwenden"
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:312
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -399,6 +399,7 @@ msgstr ""
"entziehen wir dem Count-MarginContainer die Kontrolle"
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:182
#, fuzzy
msgid ""
"Select the ``Title`` and in the Inspector, change its ``Stretch Mode`` "
"property to ``Keep Centered``. Next find the ``Rect`` category in the "
@@ -406,7 +407,7 @@ msgid ""
"left half of the background. Next, select the ``Number`` node. In the "
"viewport, click the ``Layout`` menu and click ``Full Rect``. The node will "
"resize to fit the ``Background``. Head to the Inspector and change its "
"``Align`` property to ``Right``, and the ``VAlign`` property to ``Center``. "
"``Align`` property to ``Right``, and the ``Valign`` property to ``Center``. "
"The text should snap to the center of the ``Background``'s right edge. "
"Resize the node horizontally, so it takes the right half of the "
"``Background`` and there's a bit of padding with the right edge."
@@ -466,12 +467,13 @@ msgstr ""
"``Size`` auf einen höheren Wert wie ``24`` oder ``28``."
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:215
#, fuzzy
msgid ""
"We now need the text's baseline, the number's lower edge, to align with the "
"HP texture on the left. To do so, still in the ``DynamicFont`` resource, you "
"can tweak the ``Bottom`` property under the ``Extra Spacing`` category. It "
"adds some bottom padding to the text. Click the ``Number`` node in the Scene "
"tab to go back to the node's properties and change the ``VAlign`` to "
"tab to go back to the node's properties and change the ``Valign`` to "
"``Bottom``. To adjust the text's baseline, click on the font field under the "
"``Custom Font`` category again and tweak the ``Bottom`` property until the "
"text aligns with the ``Title`` node. I used a value of ``2`` pixels."
@@ -608,10 +610,11 @@ msgstr ""
"stimmt so noch nicht"
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:287
#, fuzzy
msgid ""
"Let's change the ``Number``'s align properties to move it to the left and "
"center of the ``Background``. Select the ``Number`` node, change its "
"``Align`` property to left and the ``VAlign`` property to centre. Then "
"``Align`` property to left and the ``Valign`` property to centre. Then "
"resize its left edge a little bit to add some padding between the left edge "
"of the ``Background`` and the text."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -70,10 +70,10 @@ msgstr ""
"verwendest"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:22
#, fuzzy
msgid ""
"The five most common containers (at a later time, you can learn more about "
"containers in the :ref:`GUI Containers <doc_gui_containers>` documentation "
"page)."
"The five most common containers (you can learn more about containers in the :"
"ref:`GUI Containers <doc_gui_containers>` documentation page)."
msgstr ""
"Die fünf häufigsten Behälter (mehr dazu in der Dokumentation unter :ref:`GUI "
"Containers <doc_gui_containers>`)."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -70,6 +70,12 @@ msgstr ""
"enthält das finale Ergebnis. Du findest alle Sprites im ``start/assets/"
"main_menu``` Ordner."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:30
msgid ""
"Read the :doc:`ui_introduction_to_the_ui_system` first to learn how Godots "
"UI system works"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:33
msgid "How to design your game UI"
msgstr "Wie du die Benutzeroberfläche deines Spiels gestaltest"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -487,23 +487,27 @@ msgstr ""
"play()``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:311
#, fuzzy
msgid ""
"Now that we have a movement direction, we can update the player's position "
"and use ``clamp()`` to prevent it from leaving the screen by adding the "
"following to the bottom of the ``_process`` function:"
"Now that we have a movement direction, we can update the player's position. "
"We can also use ``clamp()`` to prevent it from leaving the screen. "
"*Clamping* a value means restricting it to a given range. Add the following "
"to the bottom of the ``_process`` function:"
msgstr ""
"Jetzt, da wir eine Bewegungsrichtung haben, können wir die Position des "
"``Player``s aktualisieren und mit ``clamp()`` verhindern, dass er den "
"Bildschirm verlässt, indem wir am Ende der ``_process`` Funktion folgendes "
"hinzufügen:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:331
msgid "*Clamping* a value means restricting it to a given range."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:332
msgid ""
"The `delta` parameter in the `_process()` function refers to the *frame "
"length* - the amount of time that the previous frame took to complete. Using "
"this value ensures that your movement will remain consistent even if the "
"frame rate changes."
msgstr ""
"*Clamping* eines Wertes bedeutet, ihn auf einen bestimmten Bereich zu "
"beschränken."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:333
#: ../../docs/getting_started/step_by_step/your_first_game.rst:337
msgid ""
"Click \"Play Scene\" (``F6``) and confirm you can move the player around the "
"screen in all directions. The console output that opens upon playing the "
@@ -516,7 +520,7 @@ msgstr ""
"\" (die blau hervorgehoben werden sollte) unten links im Bedienfeld "
"geschlossen werden."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:338
#: ../../docs/getting_started/step_by_step/your_first_game.rst:342
msgid ""
"If you get an error in the \"Debugger\" panel that refers to a \"null "
"instance\", this likely means you spelled the node name wrong. Node names "
@@ -529,11 +533,11 @@ msgstr ""
"$NodeName`` oder ``get_node(\"NodeName\")`` müssen mit dem Namen "
"übereinstimmen, den Du im Szenenbaum siehst."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:343
#: ../../docs/getting_started/step_by_step/your_first_game.rst:347
msgid "Choosing animations"
msgstr "Animationen"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:345
#: ../../docs/getting_started/step_by_step/your_first_game.rst:349
msgid ""
"Now that the player can move, we need to change which animation the "
"AnimatedSprite is playing based on direction. We have a \"right\" animation, "
@@ -549,7 +553,7 @@ msgstr ""
"vertikal mit ``flip_v`` für die Abwärtsbewegung gespiegelt werden sollte. "
"Lass uns diesen Code an das Ende unserer ``_process()`` Funktion setzen:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:379
#: ../../docs/getting_started/step_by_step/your_first_game.rst:383
msgid ""
"The boolean assignments in the code above are a common shorthand for "
"programmers. Consider this code versus the shortened boolean assignment "
@@ -559,7 +563,7 @@ msgstr ""
"Programmierer. Betrachte diesen Code im Vergleich zu der verkürzten Boolean-"
"Zuweisung oben:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:398
#: ../../docs/getting_started/step_by_step/your_first_game.rst:402
msgid ""
"Play the scene again and check that the animations are correct in each of "
"the directions. When you're sure the movement is working correctly, add this "
@@ -570,11 +574,11 @@ msgstr ""
"funktioniert, füge diese Zeile zu ``_ready()`` hinzu, damit der Spieler zu "
"Beginn des Spiels ausgeblendet wird:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:413
#: ../../docs/getting_started/step_by_step/your_first_game.rst:417
msgid "Preparing for collisions"
msgstr "Vorbereitung auf Kollisionen"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:415
#: ../../docs/getting_started/step_by_step/your_first_game.rst:419
msgid ""
"We want ``Player`` to detect when it's hit by an enemy, but we haven't made "
"any enemies yet! That's OK, because we're going to use Godot's *signal* "
@@ -584,11 +588,11 @@ msgstr ""
"aber wir haben uns noch keine Feinde gemacht! Das ist in Ordnung, denn wir "
"werden Godots *Signal*-Funktionalität nutzen, damit es funktioniert."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:419
#: ../../docs/getting_started/step_by_step/your_first_game.rst:423
msgid "Add the following at the top of the script, after ``extends Area2d``:"
msgstr "Füge das Folgende oben im Skript nach ``extends Area2d`` hinzu:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:433
#: ../../docs/getting_started/step_by_step/your_first_game.rst:437
msgid ""
"This defines a custom signal called \"hit\" that we will have our player "
"emit (send out) when it collides with an enemy. We will use ``Area2D`` to "
@@ -602,7 +606,7 @@ msgstr ""
"der Registerkarte Inspektor, um die Liste der Signale zu sehen, die der "
"Spieler ausgeben kann:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:440
#: ../../docs/getting_started/step_by_step/your_first_game.rst:444
msgid ""
"Notice our custom \"hit\" signal is there as well! Since our enemies are "
"going to be ``RigidBody2D`` nodes, we want the ``body_entered( Object "
@@ -621,7 +625,7 @@ msgstr ""
"des Spielers. Diese Funktion wird immer dann aufgerufen, wenn das Signal "
"ausgelöst wird - sie handhabt das Signal."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:449
#: ../../docs/getting_started/step_by_step/your_first_game.rst:453
msgid ""
"When connecting a signal, instead of having Godot create a function for you, "
"you can also give the name of an existing function that you want to link the "
@@ -631,11 +635,11 @@ msgstr ""
"für Dich erstellt, auch den Namen einer bestehenden Funktion angeben, mit "
"der Du das Signal verbinden möchtest."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:453
#: ../../docs/getting_started/step_by_step/your_first_game.rst:457
msgid "Add this code to the function:"
msgstr "Füge diesen Code zur Funktion hinzu:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:472
#: ../../docs/getting_started/step_by_step/your_first_game.rst:476
msgid ""
"Each time an enemy hits the player, the signal is going to be emitted. We "
"need to disable the player's collision so that we don't trigger the ``hit`` "
@@ -645,7 +649,7 @@ msgstr ""
"Wir müssen die Kollision des Spielers deaktivieren, damit das ``Treffer``-"
"Signal nicht mehr als einmal ausgelöst wird."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:476
#: ../../docs/getting_started/step_by_step/your_first_game.rst:480
msgid ""
"Disabling the area's collision shape can cause an error if it happens in the "
"middle of the engine's collision processing. Using ``set_deferred()`` allows "
@@ -655,7 +659,7 @@ msgstr ""
"kann einen Fehler auslösen. Der Gebrauch von ``set_deferred()`` erlaubt es "
"Godot, die Collision Shape zu einem sicheren Zeitpunkt zu deaktivieren."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:481
#: ../../docs/getting_started/step_by_step/your_first_game.rst:485
msgid ""
"The last piece for our player is to add a function we can call to reset the "
"player when starting a new game."
@@ -664,11 +668,11 @@ msgstr ""
"wir aufrufen können, um den Spieler beim Start eines neuen Spiels "
"zurückzusetzen."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:502
#: ../../docs/getting_started/step_by_step/your_first_game.rst:506
msgid "Enemy scene"
msgstr "Feind-Szene"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:504
#: ../../docs/getting_started/step_by_step/your_first_game.rst:508
msgid ""
"Now it's time to make the enemies our player will have to dodge. Their "
"behavior will not be very complex: mobs will spawn randomly at the edges of "
@@ -681,7 +685,7 @@ msgstr ""
"Richtung in einer geraden Linie bewegen, dann verschwinden , wenn sie aus "
"dem Bildschirm gehen."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:509
#: ../../docs/getting_started/step_by_step/your_first_game.rst:513
msgid ""
"We will build this into a ``Mob`` scene, which we can then *instance* to "
"create any number of independent mobs in the game."
@@ -689,31 +693,31 @@ msgstr ""
"Wir werden dies in eine ``Mob`` Szene einbauen, die wir dann *instanzieren* "
"um beliebig viele unabhängige Mobs im Spiel erstellen können."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:513
#: ../../docs/getting_started/step_by_step/your_first_game.rst:517
msgid "Node setup"
msgstr "Node einrichten"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:515
#: ../../docs/getting_started/step_by_step/your_first_game.rst:519
msgid "Click Scene -> New Scene and we'll create the Mob."
msgstr "Klicken Sie auf Szene -> Neue Szene und wir erstellen den Mob."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:517
#: ../../docs/getting_started/step_by_step/your_first_game.rst:521
msgid "The Mob scene will use the following nodes:"
msgstr "Die Mob-Szene verwendet die folgenden Nodes:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:519
#: ../../docs/getting_started/step_by_step/your_first_game.rst:523
msgid ":ref:`RigidBody2D <class_RigidBody2D>` (named ``Mob``)"
msgstr ":ref:`RigidBody2D <class_RigidBody2D>` (genannt ``Mob``)"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:521
#: ../../docs/getting_started/step_by_step/your_first_game.rst:525
msgid ":ref:`AnimatedSprite <class_AnimatedSprite>`"
msgstr ":ref:`AnimatedSprite <class_AnimatedSprite>`"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:522
#: ../../docs/getting_started/step_by_step/your_first_game.rst:526
msgid ":ref:`CollisionShape2D <class_CollisionShape2D>`"
msgstr ":ref:`CollisionShape2D <class_CollisionShape2D>`"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:523
#: ../../docs/getting_started/step_by_step/your_first_game.rst:527
msgid ""
":ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>` (named "
"``Visibility``)"
@@ -721,7 +725,7 @@ msgstr ""
":ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>` (genannt "
"``Visibility``)"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:525
#: ../../docs/getting_started/step_by_step/your_first_game.rst:529
msgid ""
"Don't forget to set the children so they can't be selected, like you did "
"with the Player scene."
@@ -729,7 +733,7 @@ msgstr ""
"Vergiss nicht, die Unterobjekte so einzustellen, dass sie nicht ausgewählt "
"werden können, wie du es bei der Player-Szene getan hast."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:528
#: ../../docs/getting_started/step_by_step/your_first_game.rst:532
msgid ""
"In the :ref:`RigidBody2D <class_RigidBody2D>` properties, set ``Gravity "
"Scale`` to ``0``, so the mob will not fall downward. In addition, under the "
@@ -742,7 +746,7 @@ msgstr ""
"deaktiviere das erste Kontrollkästchen. Dadurch wird sichergestellt, dass "
"die Mobs nicht miteinander kollidieren."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:535
#: ../../docs/getting_started/step_by_step/your_first_game.rst:539
msgid ""
"Set up the :ref:`AnimatedSprite <class_AnimatedSprite>` like you did for the "
"player. This time, we have 3 animations: ``fly``, ``swim``, and ``walk``. "
@@ -757,14 +761,14 @@ msgstr ""
"Animationen nach dem Zufallsprinzip auswählen, damit die Mobs eine gewisse "
"Vielfalt haben."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:542
#: ../../docs/getting_started/step_by_step/your_first_game.rst:546
msgid ""
"``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS."
msgstr ""
"``fly`` sollte auf 3 FPS eingestellt werden, während ``swim`` und ``walk``` "
"auf 4 FPS eingestellt werden."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:544
#: ../../docs/getting_started/step_by_step/your_first_game.rst:548
msgid ""
"Like the player images, these mob images need to be scaled down. Set the "
"``AnimatedSprite``'s ``Scale`` property to ``(0.75, 0.75)``."
@@ -772,7 +776,7 @@ msgstr ""
"Wie die Spieler-Bilder müssen auch diese Mob-Bilder verkleinert werden. "
"Setze die ``Scale`` Eigenschaft von ``AnimatedSprite`` auf ``(0.75, 0.75)``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:547
#: ../../docs/getting_started/step_by_step/your_first_game.rst:551
msgid ""
"As in the ``Player`` scene, add a ``CapsuleShape2D`` for the collision. To "
"align the shape with the image, you'll need to set the ``Rotation Degrees`` "
@@ -782,17 +786,17 @@ msgstr ""
"hinzu. Um die Form mit dem Bild auszurichten, musst Du die Eigenschaft "
"``Rotation Degrees`` auf ``90`` unter ``Node2D`` einstellen."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:552
#: ../../docs/getting_started/step_by_step/your_first_game.rst:556
msgid "Enemy script"
msgstr "Feind-Skript"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:554
#: ../../docs/getting_started/step_by_step/your_first_game.rst:558
msgid "Add a script to the ``Mob`` and add the following member variables:"
msgstr ""
"Füge ein Skript zum ``Mob`` hinzu und füge die folgenden Member-Variablen "
"hinzu:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:580
#: ../../docs/getting_started/step_by_step/your_first_game.rst:584
msgid ""
"When we spawn a mob, we'll pick a random value between ``min_speed`` and "
"``max_speed`` for how fast each mob will move (it would be boring if they "
@@ -807,7 +811,7 @@ msgstr ""
"Inspektor auf ``150`` und ``250``. Wir haben auch ein Array mit den Namen "
"der drei Animationen, mit dem wir eine zufällige auswählen können."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:586
#: ../../docs/getting_started/step_by_step/your_first_game.rst:590
msgid ""
"Now let's look at the rest of the script. In ``_ready()`` we randomly choose "
"one of the three animation types:"
@@ -815,7 +819,7 @@ msgstr ""
"Nun lass uns den Rest des Skripts betrachten. In ``_ready()`` wählen wir "
"zufällig einen der drei Animationstypen:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:605
#: ../../docs/getting_started/step_by_step/your_first_game.rst:609
msgid ""
"You must use ``randomize()`` if you want your sequence of \"random\" numbers "
"to be different every time you run the scene. We're going to use "
@@ -828,7 +832,7 @@ msgstr ""
"hier nicht brauchen. ``randi() % n`` ist der Standardweg, um eine zufällige "
"ganze Zahl zwischen ``0`` und ``n-1`` zu erhalten."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:611
#: ../../docs/getting_started/step_by_step/your_first_game.rst:615
msgid ""
"The last piece is to make the mobs delete themselves when they leave the "
"screen. Connect the ``screen_exited()`` signal of the ``Visibility`` node "
@@ -838,15 +842,15 @@ msgstr ""
"sie den Bildschirm verlassen. Verbinde das Signal ``screen_exited()`` vom "
"Node ``Visibility`` und füge diesen Code hinzu:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:628
#: ../../docs/getting_started/step_by_step/your_first_game.rst:632
msgid "This completes the `Mob` scene."
msgstr "Damit ist die Szene des `Mob` fertig."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:631
#: ../../docs/getting_started/step_by_step/your_first_game.rst:635
msgid "Main scene"
msgstr "Hauptszene"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:633
#: ../../docs/getting_started/step_by_step/your_first_game.rst:637
msgid ""
"Now it's time to bring it all together. Create a new scene and add a :ref:"
"`Node <class_Node>` named ``Main``. Click the \"Instance\" button and select "
@@ -856,12 +860,12 @@ msgstr ""
"und füge einen :ref:`Node <class_Node>` genannt ``Main`` hinzu. Klicke auf "
"die Schaltfläche \"Instance\" und wähle Deine gespeicherte ``Player.tscn``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:639
#: ../../docs/getting_started/step_by_step/your_first_game.rst:643
msgid "See :ref:`doc_instancing` to learn more about instancing."
msgstr ""
"Siehe :ref:`doc_instancing`, um mehr über das Instanzieren zu erfahren."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:641
#: ../../docs/getting_started/step_by_step/your_first_game.rst:645
msgid ""
"Now, add the following nodes as children of ``Main``, and name them as shown "
"(values are in seconds):"
@@ -869,7 +873,7 @@ msgstr ""
"Füge nun die folgenden Nodes als Kinder von ``Main`` hinzu und benenne sie "
"wie abgebildet (Werte sind in Sekunden):"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:644
#: ../../docs/getting_started/step_by_step/your_first_game.rst:648
msgid ""
":ref:`Timer <class_Timer>` (named ``MobTimer``) - to control how often mobs "
"spawn"
@@ -877,7 +881,7 @@ msgstr ""
":ref:`Timer <class_Timer>` (genannt ``MobTimer``) - um zu steuern, wie oft "
"Mobs spawnen"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:645
#: ../../docs/getting_started/step_by_step/your_first_game.rst:649
msgid ""
":ref:`Timer <class_Timer>` (named ``ScoreTimer``) - to increment the score "
"every second"
@@ -885,7 +889,7 @@ msgstr ""
":ref:`Timer <class_Timer>` (genannt ``ScoreTimer``) - um die Punktzahl jede "
"Sekunde zu erhöhen"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:646
#: ../../docs/getting_started/step_by_step/your_first_game.rst:650
msgid ""
":ref:`Timer <class_Timer>` (named ``StartTimer``) - to give a delay before "
"starting"
@@ -893,7 +897,7 @@ msgstr ""
":ref:`Timer <class_Timer>` (genannt ``StartTimer``) - um eine Verzögerung "
"vor dem Start zu geben"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:647
#: ../../docs/getting_started/step_by_step/your_first_game.rst:651
msgid ""
":ref:`Position2D <class_Position2D>` (named ``StartPosition``) - to indicate "
"the player's start position"
@@ -901,26 +905,26 @@ msgstr ""
":ref:`Position2D <class_Position2D>` (genannt ``StartPosition``) - um die "
"Startposition des Spielers anzuzeigen"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:649
#: ../../docs/getting_started/step_by_step/your_first_game.rst:653
msgid ""
"Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows:"
msgstr ""
"Stelle die Eigenschaft ``Wait Time`` von jedem der ``Timer`` Nodes wie folgt "
"ein:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:652
#: ../../docs/getting_started/step_by_step/your_first_game.rst:656
msgid "``MobTimer``: ``0.5``"
msgstr "``MobTimer``: ``0.5``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:653
#: ../../docs/getting_started/step_by_step/your_first_game.rst:657
msgid "``ScoreTimer``: ``1``"
msgstr "``ScoreTimer``: ``1``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:654
#: ../../docs/getting_started/step_by_step/your_first_game.rst:658
msgid "``StartTimer``: ``2``"
msgstr "``StartTimer``: ``2``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:656
#: ../../docs/getting_started/step_by_step/your_first_game.rst:660
msgid ""
"In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and "
"set ``Position`` of the ``StartPosition`` node to ``(240, 450)``."
@@ -928,11 +932,11 @@ msgstr ""
"Stelle zusätzlich die Eigenschaft ``One Shot`` von `StartTimer`` auf \"An\" "
"und stelle ``Position`` des Nodes ``StartPosition`` auf ``(240, 450)``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:660
#: ../../docs/getting_started/step_by_step/your_first_game.rst:664
msgid "Spawning mobs"
msgstr "Mobs spawnen"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:662
#: ../../docs/getting_started/step_by_step/your_first_game.rst:666
msgid ""
"The Main node will be spawning new mobs, and we want them to appear at a "
"random location on the edge of the screen. Add a :ref:`Path2D "
@@ -945,7 +949,7 @@ msgstr ""
"hinzu. Wenn Du ``Path2D`` auswählst, siehst du oben im Editor einige neue "
"Schaltflächen:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:669
#: ../../docs/getting_started/step_by_step/your_first_game.rst:673
msgid ""
"Select the middle one (\"Add Point\") and draw the path by clicking to add "
"the points at the corners shown. To have the points snap to the grid, make "
@@ -960,7 +964,7 @@ msgstr ""
"links neben der \"Schloss\"-Schaltfläche , die als eine Reihe von drei "
"vertikalen Punkten erscheint."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:677
#: ../../docs/getting_started/step_by_step/your_first_game.rst:681
msgid ""
"Draw the path in *clockwise* order, or your mobs will spawn pointing "
"*outwards* instead of *inwards*!"
@@ -968,7 +972,7 @@ msgstr ""
"Zeichne den Pfad in *Uhrzeigersinn*-Reihenfolge, sonst spawnen deine Mobs "
"*nach außen* statt *nach innen*!"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:680
#: ../../docs/getting_started/step_by_step/your_first_game.rst:684
msgid ""
"After placing point ``4`` in the image, click the \"Close Curve\" button and "
"your curve will be complete."
@@ -976,7 +980,7 @@ msgstr ""
"Nachdem Du den Punkt ``4`` im Bild platziert hast, klicke auf die "
"Schaltfläche \"Kurve schließen\" und Deine Kurve ist vollständig."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:683
#: ../../docs/getting_started/step_by_step/your_first_game.rst:687
msgid ""
"Now that the path is defined, add a :ref:`PathFollow2D <class_PathFollow2D>` "
"node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node "
@@ -989,11 +993,11 @@ msgstr ""
"Pfad, während er sich bewegt, so dass wir damit eine beliebige Position und "
"Richtung entlang des Pfades auswählen können."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:689
#: ../../docs/getting_started/step_by_step/your_first_game.rst:693
msgid "Main script"
msgstr "Main Skript"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:691
#: ../../docs/getting_started/step_by_step/your_first_game.rst:695
msgid ""
"Add a script to ``Main``. At the top of the script, we use ``export "
"(PackedScene)`` to allow us to choose the Mob scene we want to instance."
@@ -1002,7 +1006,7 @@ msgstr ""
"``export (PackedScene)``, damit wir die Mob-Szene auswählen können, die wir "
"als Instanz verwenden wollen."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:731
#: ../../docs/getting_started/step_by_step/your_first_game.rst:735
msgid ""
"Drag ``Mob.tscn`` from the \"FileSystem\" panel and drop it in the ``Mob`` "
"property under the Script Variables of the ``Main`` node."
@@ -1010,7 +1014,7 @@ msgstr ""
"Ziehe ``Mob.tscn`` aus dem Panel \"FileSystem\" und lege es in der "
"Eigenschaft ``Mob`` unter den Script Variables des Nodes ``Main`` ab."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:734
#: ../../docs/getting_started/step_by_step/your_first_game.rst:738
msgid ""
"Next, click on the Player and connect the ``hit`` signal. We want to make a "
"new function named ``game_over``, which will handle what needs to happen "
@@ -1025,7 +1029,7 @@ msgstr ""
"folgenden Code sowie eine ``new_game`` Funktion hinzu, um alles für ein "
"neues Spiel einzurichten:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:771
#: ../../docs/getting_started/step_by_step/your_first_game.rst:775
msgid ""
"Now connect the ``timeout()`` signal of each of the Timer nodes "
"(``StartTimer``, ``ScoreTimer`` ,and ``MobTimer``) to the main script. "
@@ -1037,7 +1041,7 @@ msgstr ""
"``StartTimer`` startet die anderen beiden Timer. ``ScoreTimer`` erhöht die "
"Punktzahl um 1."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:798
#: ../../docs/getting_started/step_by_step/your_first_game.rst:802
msgid ""
"In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a random "
"starting location along the ``Path2D``, and set the mob in motion. The "
@@ -1050,14 +1054,14 @@ msgstr ""
"folgt. Wir verwenden diesen, um die Richtung des Mobs sowie dessen Position "
"auszuwählen."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:804
#: ../../docs/getting_started/step_by_step/your_first_game.rst:808
msgid ""
"Note that a new instance must be added to the scene using ``add_child()``."
msgstr ""
"Beachte, dass der Szene mit ``add_child()`` eine neue Instanz hinzugefügt "
"werden muss."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:807
#: ../../docs/getting_started/step_by_step/your_first_game.rst:811
msgid ""
"Now click on ``MobTimer`` in the scene window then head to inspector window, "
"switch to node view then click on ``timeout()`` and connect the signal."
@@ -1066,11 +1070,11 @@ msgstr ""
"Inspektorfenster, wechsel zur Nose-Ansicht, klicke dann auf ``Timeout()`` "
"und verbinde das Signal."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:810
#: ../../docs/getting_started/step_by_step/your_first_game.rst:814
msgid "Add the following code:"
msgstr "Füge den folgenden Code hinzu:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:858
#: ../../docs/getting_started/step_by_step/your_first_game.rst:862
msgid ""
"In functions requiring angles, GDScript uses *radians*, not degrees. If "
"you're more comfortable working with degrees, you'll need to use the "
@@ -1081,11 +1085,11 @@ msgstr ""
"Funktionen ``deg2rad()`` und ``rad2deg()`` verwenden, um zwischen den beiden "
"zu konvertieren."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:864
#: ../../docs/getting_started/step_by_step/your_first_game.rst:868
msgid "HUD"
msgstr "HUD"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:866
#: ../../docs/getting_started/step_by_step/your_first_game.rst:870
msgid ""
"The final piece our game needs is a UI: an interface to display things like "
"score, a \"game over\" message, and a restart button. Create a new scene, "
@@ -1100,7 +1104,7 @@ msgstr ""
"steht für \"Heads-up Display\", ein Informationsdisplay, das als Overlay "
"über der Spielansicht erscheint."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:872
#: ../../docs/getting_started/step_by_step/your_first_game.rst:876
msgid ""
"The :ref:`CanvasLayer <class_CanvasLayer>` node lets us draw our UI elements "
"on a layer above the rest of the game, so that the information it displays "
@@ -1111,23 +1115,23 @@ msgstr ""
"dass die angezeigten Informationen nicht durch irgendwelche Spielelemente "
"wie den Spieler oder Mobs verdeckt werden."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:876
#: ../../docs/getting_started/step_by_step/your_first_game.rst:880
msgid "The HUD displays the following information:"
msgstr "Das HUD zeigt die folgenden Informationen an:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:878
#: ../../docs/getting_started/step_by_step/your_first_game.rst:882
msgid "Score, changed by ``ScoreTimer``."
msgstr "Punktzahl, geändert durch ``ScoreTimer``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:879
#: ../../docs/getting_started/step_by_step/your_first_game.rst:883
msgid "A message, such as \"Game Over\" or \"Get Ready!\""
msgstr "Eine Nachricht, wie z.B. \"Game Over\" oder \"Get Ready!\""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:880
#: ../../docs/getting_started/step_by_step/your_first_game.rst:884
msgid "A \"Start\" button to begin the game."
msgstr "Eine \"Start\"-Taste, um das Spiel zu starten."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:882
#: ../../docs/getting_started/step_by_step/your_first_game.rst:886
msgid ""
"The basic node for UI elements is :ref:`Control <class_Control>`. To create "
"our UI, we'll use two types of :ref:`Control <class_Control>` nodes: :ref:"
@@ -1138,27 +1142,27 @@ msgstr ""
"<class_Control>` Node: :ref:`Label <class_Label>` und :ref:`Button "
"<class_Button>`."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:886
#: ../../docs/getting_started/step_by_step/your_first_game.rst:890
msgid "Create the following as children of the ``HUD`` node:"
msgstr "Erstelle das Folgende als Unterobjekte des ``HUD``-Nodes:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:888
#: ../../docs/getting_started/step_by_step/your_first_game.rst:892
msgid ":ref:`Label <class_Label>` named ``ScoreLabel``."
msgstr ":ref:`Label <class_Label>` genannt ``ScoreLabel``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:889
#: ../../docs/getting_started/step_by_step/your_first_game.rst:893
msgid ":ref:`Label <class_Label>` named ``MessageLabel``."
msgstr ":ref:`Label <class_Label>` genannt ``MessageLabel``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:890
#: ../../docs/getting_started/step_by_step/your_first_game.rst:894
msgid ":ref:`Button <class_Button>` named ``StartButton``."
msgstr ":ref:`Button <class_Button>` genannt ``StartButton``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:891
#: ../../docs/getting_started/step_by_step/your_first_game.rst:895
msgid ":ref:`Timer <class_Timer>` named ``MessageTimer``."
msgstr ":ref:`Timer <class_Timer>` genannt ``MessageTimer``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:893
#: ../../docs/getting_started/step_by_step/your_first_game.rst:897
#, fuzzy
msgid ""
"Click on the ``ScoreLabel`` and type a number into the *Text* field in the "
@@ -1173,11 +1177,11 @@ msgstr ""
"\"Xolonium-Regular.ttf\" enthalten. Um diese Schriftart zu verwenden, gehe "
"für jeden der drei ``Control``-Nodes wie folgt vor:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:899
#: ../../docs/getting_started/step_by_step/your_first_game.rst:903
msgid "Under \"Custom Fonts\", choose \"New DynamicFont\""
msgstr "Wähle unter \"Custom Fonts\" \"Neues DynamicFont\""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:903
#: ../../docs/getting_started/step_by_step/your_first_game.rst:907
msgid ""
"Click on the \"DynamicFont\" you added, and under \"Font/Font Data\", choose "
"\"Load\" and select the \"Xolonium-Regular.ttf\" file. You must also set the "
@@ -1188,7 +1192,7 @@ msgstr ""
"auch die Schriftart-``Größe`` einstellen. Eine Einstellung von ``64`` "
"funktioniert gut."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:909
#: ../../docs/getting_started/step_by_step/your_first_game.rst:913
msgid ""
"**Anchors and Margins:** ``Control`` nodes have a position and size, but "
"they also have anchors and margins. Anchors define the origin - the "
@@ -1205,15 +1209,16 @@ msgstr ""
"Anker dar. Siehe :ref:`doc_design_interfaces_with_the_control_nodes` für "
"weitere Details."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:916
#: ../../docs/getting_started/step_by_step/your_first_game.rst:920
#, fuzzy
msgid ""
"Arrange the nodes as shown below. Click the \"Anchor\" button to set a "
"Control node's anchor:"
"Arrange the nodes as shown below. Click the \"Layout\" button to set a "
"Control node's layout:"
msgstr ""
"Ordne die Nodes wie unten gezeigt an. Klicke auf die Schaltfläche \"Anchor"
"\", um den Anker eines Control-Nodes festzulegen:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:921
#: ../../docs/getting_started/step_by_step/your_first_game.rst:925
msgid ""
"You can drag the nodes to place them manually, or for more precise "
"placement, use the following settings:"
@@ -1221,64 +1226,68 @@ msgstr ""
"Du kannst die Nodes manuell verschieben, um sie zu platzieren oder verwende "
"die folgenden Einstellungen, für eine genauere Platzierung:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:925
#: ../../docs/getting_started/step_by_step/your_first_game.rst:929
msgid "ScoreLabel"
msgstr "ScoreLabel (HighScore)"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:927
#: ../../docs/getting_started/step_by_step/your_first_game.rst:931
msgid "*Text* : ``0``"
msgstr "*Text* : ``0``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:928
#: ../../docs/getting_started/step_by_step/your_first_game.rst:932
msgid "*Layout* : \"Top Wide\""
msgstr "*Layout* : \"Top Wide\""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:929
#: ../../docs/getting_started/step_by_step/your_first_game.rst:936
#: ../../docs/getting_started/step_by_step/your_first_game.rst:933
#: ../../docs/getting_started/step_by_step/your_first_game.rst:940
msgid "*Align* : \"Center\""
msgstr "*Align* : \"Center\""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:932
#: ../../docs/getting_started/step_by_step/your_first_game.rst:936
msgid "MessageLabel"
msgstr "MessageLabel (Nachrichten)"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:934
#: ../../docs/getting_started/step_by_step/your_first_game.rst:938
msgid "*Text* : ``Dodge the Creeps!``"
msgstr "*Text* : ``Dodge the Creeps!``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:935
#: ../../docs/getting_started/step_by_step/your_first_game.rst:939
msgid "*Layout* : \"HCenter Wide\""
msgstr "*Layout* : \"HCenter Wide\""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:939
#: ../../docs/getting_started/step_by_step/your_first_game.rst:941
msgid "*Autowrap* : \"On\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:944
msgid "StartButton"
msgstr "StartButton (Startknopf)"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:941
#: ../../docs/getting_started/step_by_step/your_first_game.rst:946
msgid "*Text* : ``Start``"
msgstr "*Text* : ``Start``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:942
#: ../../docs/getting_started/step_by_step/your_first_game.rst:947
msgid "*Layout* : \"Center Bottom\""
msgstr "*Layout* : \"Center Bottom\""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:943
#: ../../docs/getting_started/step_by_step/your_first_game.rst:948
msgid "*Margin* :"
msgstr "*Margin* :"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:945
#: ../../docs/getting_started/step_by_step/your_first_game.rst:950
msgid "Top: ``-200``"
msgstr "Top: ``-200``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:946
#: ../../docs/getting_started/step_by_step/your_first_game.rst:951
msgid "Bottom: ``-100``"
msgstr "Bottom: ``-100``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:948
#: ../../docs/getting_started/step_by_step/your_first_game.rst:953
msgid "Now add this script to ``HUD``:"
msgstr "Füge nun dieses Skript zu ``HUD`` hinzu:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:967
#: ../../docs/getting_started/step_by_step/your_first_game.rst:972
msgid ""
"The ``start_game`` signal tells the ``Main`` node that the button has been "
"pressed."
@@ -1286,7 +1295,7 @@ msgstr ""
"Das Signal ``start_game`` signalisiert dem Node ``Main``, dass die Taste "
"gedrückt wurde."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:989
#: ../../docs/getting_started/step_by_step/your_first_game.rst:994
msgid ""
"This function is called when we want to display a message temporarily, such "
"as \"Get Ready\". On the ``MessageTimer``, set the ``Wait Time`` to ``2`` "
@@ -1297,7 +1306,7 @@ msgstr ""
"``Wartezeit`` auf ``2``` und stellen Sie die ``Einmalige Aufnahme`` "
"Eigenschaft auf \"Ein\"."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1020
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1029
msgid ""
"This function is called when the player loses. It will show \"Game Over\" "
"for 2 seconds, then return to the title screen and, after a brief pause, "
@@ -1307,7 +1316,7 @@ msgstr ""
"wird für 2 Sekunden angezeigt und wechselt dann zum Titelbildschirm. Nach "
"einer kurzen Pause wird die \"Start\"-Schaltfläche angezeigt."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1024
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1033
msgid ""
"When you need to pause for a brief time, an alternative to using a Timer "
"node is to use the SceneTree's ``create_timer()`` function. This can be very "
@@ -1319,13 +1328,13 @@ msgstr ""
"eine Verzögerung auszulösen, z. B. im obigen Code, wo wir ein wenig warten "
"müssen, bevor die Schaltfläche \"Start\" angezeigt wird."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1042
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1051
msgid "This function is called by ``Main`` whenever the score changes."
msgstr ""
"Diese Funktion wird von ``Main`` aufgerufen, wenn sich der Punktestand "
"ändert."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1044
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1053
msgid ""
"Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` "
"signal of ``StartButton``."
@@ -1333,11 +1342,11 @@ msgstr ""
"Verbinde das Signal ``timeout()`` von ``MessageTimer`` mit dem Signal "
"``pressed()`` von ``StartButton``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1071
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1080
msgid "Connecting HUD to Main"
msgstr "Verbinde das HUD mit Main"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1073
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1082
msgid ""
"Now that we're done creating the ``HUD`` scene, save it and go back to "
"``Main``. Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` "
@@ -1349,7 +1358,7 @@ msgstr ""
"``Player``-Szene und platziere sie unten im Baum. Der gesamte Baum sollte so "
"aussehen, also stelle sicher, dass das nichts fehlt:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1080
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1089
msgid ""
"Now we need to connect the ``HUD`` functionality to our ``Main`` script. "
"This requires a few additions to the ``Main`` scene:"
@@ -1357,7 +1366,7 @@ msgstr ""
"Nun müssen wir die ``HUD``-Funktionalität mit unserem ``Main``-Skript "
"verbinden. Dies erfordert einige Ergänzungen in der ``Main``-Szene:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1083
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1092
msgid ""
"In the Node tab, connect the HUD's ``start_game`` signal to the "
"``new_game()`` function."
@@ -1365,7 +1374,7 @@ msgstr ""
"Verbinden Sie auf der Registerkarte Node das Signal ``start_game`` des HUD "
"mit der Funktion ``new_game()``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1086
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1095
msgid ""
"In ``new_game()``, update the score display and show the \"Get Ready\" "
"message:"
@@ -1373,12 +1382,12 @@ msgstr ""
"Aktualisiere in ``new_game()`` die Punkteanzeige und zeige die Meldung \"Get "
"Ready\" an:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1101
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1110
msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:"
msgstr ""
"In ``game_over()`` müssen wir die entsprechende ``HUD`` Funktion aufrufen:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1112
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1121
msgid ""
"Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in "
"sync with the changing score:"
@@ -1386,7 +1395,7 @@ msgstr ""
"Abschließend füge nachfolgendes ``_on_ScoreTimer_timeout()`` hinzu, um die "
"Anzeige mit den sich ändernden Punkten zu synchronisieren:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1124
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1133
msgid ""
"Now you're ready to play! Click the \"Play the Project\" button. You will be "
"asked to select a main scene, so choose ``Main.tscn``."
@@ -1395,11 +1404,11 @@ msgstr ""
"(F5)\". Du wirst aufgefordert, eine Hauptszene auszuwählen. Wähle dann "
"``Main.tscn`` aus."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1128
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1137
msgid "Removing old creeps"
msgstr "Entfernen von alten Monstern"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1130
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1139
msgid ""
"If you play until \"Game Over\" and then start a new game the creeps from "
"the previous game are still on screen. It would be better if they all "
@@ -1409,7 +1418,7 @@ msgstr ""
"befinden sich die Monster des vorherigen Spiel noch auf dem Bildschirm. Es "
"wäre besser, wenn diese beim Start eines neuen Spiels verschwinden würden."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1134
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1143
msgid ""
"We'll use the ``start_game`` signal that's already being emitted by the "
"``HUD`` node to remove the remaining creeps. We can't use the editor to "
@@ -1423,7 +1432,7 @@ msgstr ""
"verknüpfen, weil die ``Mob`` Knoten erst dann in der Szene ``Main`` "
"erscheinen, wenn wir das Spiel starten. Stattdessen benutzen wir Code."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1139
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1148
msgid ""
"Start by adding a new function to ``Mob.gd``. ``queue_free()`` will delete "
"the current node at the end of the current frame."
@@ -1432,7 +1441,7 @@ msgstr ""
"``queue_free()`` wird den aktuellen Knoten am Ende des aktuellen Frames "
"löschen."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1155
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1164
msgid ""
"Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` "
"function, at the end."
@@ -1440,7 +1449,7 @@ msgstr ""
"Dann füge eine neue Zeile in ``Main.gd`` Am Ende der "
"``_on_MobTimer_timeout()`` Funktion ein."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1167
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1176
msgid ""
"This line tells the new Mob node (referenced by the ``mob`` variable) to "
"respond to any ``start_game`` signal emitted by the ``HUD`` node by running "
@@ -1450,11 +1459,11 @@ msgstr ""
"verweist), dass er auf jedes ``start_game``-Signal vom ``HUD``-Knoten "
"reagieren soll, indem der die ``_on_start_game()``-Funktion aktiviert."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1172
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1181
msgid "Finishing up"
msgstr "Fertigstellung"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1174
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1183
msgid ""
"We have now completed all the functionality for our game. Below are some "
"remaining steps to add a bit more \"juice\" to improve the game experience. "
@@ -1465,11 +1474,11 @@ msgstr ""
"Spielerlebnis verbessert. Zögere nicht, das Gameplay mit Deinen eigenen "
"Ideen zu erweitern."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1179
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1188
msgid "Background"
msgstr "Hintergrund"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1181
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1190
msgid ""
"The default gray background is not very appealing, so let's change its "
"color. One way to do this is to use a :ref:`ColorRect <class_ColorRect>` "
@@ -1485,7 +1494,7 @@ msgstr ""
"hat nur eine Eigenschaft: ``Color``. Wähle eine Farbe aus, die Dir gefällt, "
"und ziehe die Größe des ``ColorRect`` so, dass es den Bildschirm abdeckt."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1188
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1197
msgid ""
"You could also add a background image, if you have one, by using a "
"``Sprite`` node."
@@ -1493,11 +1502,11 @@ msgstr ""
"Wenn Du ein Hintergrundbild hast, kannst Du auch einen ``Sprite``-Node "
"hinzufügen."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1192
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1201
msgid "Sound effects"
msgstr "Soundeffekte"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1194
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1203
msgid ""
"Sound and music can be the single most effective way to add appeal to the "
"game experience. In your game assets folder, you have two sound files: "
@@ -1509,7 +1518,7 @@ msgstr ""
"Sounddateien: „House in a Forest Loop.ogg“ für Hintergrundmusik und "
"„gameover.wav“ für den Fall, dass der Spieler verliert."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1199
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1208
msgid ""
"Add two :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` nodes as children "
"of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On "
@@ -1521,7 +1530,7 @@ msgstr ""
"``DeathSound``. Klicke bei jedem Node auf die Eigenschaft ``Stream``, klicke "
"auf „Lade“ und wähle die entsprechende Audiodatei aus."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1204
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1213
msgid ""
"To play the music, add ``$Music.play()`` in the ``new_game()`` function and "
"``$Music.stop()`` in the ``game_over()`` function."
@@ -1529,17 +1538,17 @@ msgstr ""
"Um die Musik abzuspielen, füge ``$Music.play()`` in der ``new_game()`` "
"Funktion und ``$Music.stop()`` in der ``game_over()`` Funktion hinzu."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1207
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1216
msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function."
msgstr ""
"Füge schließlich ``$DeathSound.play()`` in der ``game_over()`` Funktion "
"hinzu."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1210
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1219
msgid "Keyboard Shortcut"
msgstr "Tastenkürzel"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1212
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1221
msgid ""
"Since the game is played with keyboard controls, it would be convenient if "
"we could also start the game by pressing a key on the keyboard. One way to "
@@ -1550,7 +1559,7 @@ msgstr ""
"könnten. Eine Möglichkeit hierzu ist die Verwendung der „Shortcut“ -"
"Eigenschaft des ``Button``-Nodes."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1216
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1225
#, fuzzy
msgid ""
"In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* "
@@ -1567,7 +1576,7 @@ msgstr ""
"Gib schließlich in der Eigenschaft „Action“ den Namen „ui_select“ ein. Dies "
"ist das Standardeingabeereignis, das der Leertaste zugeordnet ist."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1224
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1233
msgid ""
"Now when the start button appears, you can either click it or press the "
"spacebar to start the game."
@@ -1575,7 +1584,7 @@ msgstr ""
"Wenn nun die Start-Schaltfläche angezeigt wird, kannst Du entweder darauf "
"klicken oder die Leertaste drücken, um das Spiel zu starten."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1228
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1237
msgid "Project files"
msgstr "Projektdateien"
@@ -1583,10 +1592,10 @@ msgstr "Projektdateien"
msgid "You can find a completed version of this project at these locations:"
msgstr "Eine vollständige Version dieses Projekts findest Du unter:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1231
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1240
msgid "https://github.com/kidscancode/Godot3_dodge/releases"
msgstr "https://github.com/kidscancode/Godot3_dodge/releases"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1232
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1241
msgid "https://github.com/godotengine/godot-demo-projects"
msgstr "https://github.com/godotengine/godot-demo-projects"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -68,7 +68,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:21
msgid ""
"New created action is always an active action binded to object. There are "
"New created action is always an active action bound to object. There are "
"several ways to place an active action into NLA track, one is of course "
"doing it in ``NLA Editor``"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"
@@ -37,7 +37,7 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:14
msgid "Godot supports the following 3D *scene file fomats*:"
msgid "Godot supports the following 3D *scene file formats*:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:16

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-09-02 11:13+0200\n"
"POT-Creation-Date: 2019-10-29 12:54+0100\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"

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