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.../tutorials/platform/consoles.po | 13 +- .../platform/customizing_html5_shell.po | 2 +- .../LC_MESSAGES/tutorials/platform/index.po | 2 +- .../tutorials/platform/services_for_ios.po | 4 +- .../plugins/android/android_plugin.po | 57 +- .../tutorials/plugins/android/index.po | 2 +- .../plugins/editor/import_plugins.po | 2 +- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 51 +- .../editor/making_main_screen_plugins.po | 4 +- .../plugins/editor/making_plugins.po | 148 +-- .../plugins/editor/spatial_gizmos.po | 2 +- .../plugins/editor/visual_shader_plugins.po | 64 +- .../plugins/gdnative/gdnative-c-example.po | 4 +- .../plugins/gdnative/gdnative-cpp-example.po | 7 +- .../tutorials/plugins/gdnative/index.po | 2 +- .../LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../shading/advanced_postprocessing.po | 2 +- .../LC_MESSAGES/tutorials/shading/index.po | 2 +- .../intro_to_shaders_water_workshop.po | 2 +- .../migrating_to_godot_shader_language.po | 9 +- .../shading/screen-reading_shaders.po | 2 +- .../tutorials/shading/shader_materials.po | 2 +- .../shading_reference/canvas_item_shader.po | 38 +- .../shading/shading_reference/index.po | 2 +- .../shading_reference/particle_shader.po | 2 +- .../shading/shading_reference/shaders.po | 4 +- .../shading_reference/shading_language.po | 554 +++++----- .../shading_reference/spatial_shader.po | 2 +- .../shading/your_first_shader/index.po | 2 +- .../your_first_shader/what_are_shaders.po | 2 +- .../your_first_canvasitem_shader.po | 2 +- .../your_first_spatial_shader.po | 7 +- .../your_second_spatial_shader.po | 2 +- .../LC_MESSAGES/tutorials/threads/index.po | 2 +- .../tutorials/threads/thread_safe_apis.po | 4 +- .../threads/using_multiple_threads.po | 2 +- .../viewports/custom_postprocessing.po | 2 +- .../LC_MESSAGES/tutorials/viewports/index.po | 4 +- .../viewports/multiple_resolutions.po | 2 +- .../viewports/using_viewport_as_texture.po | 2 +- .../tutorials/viewports/viewports.po | 102 +- .../zh_CN/LC_MESSAGES/tutorials/vr/index.po | 2 +- .../LC_MESSAGES/tutorials/vr/vr_primer.po | 2 +- .../tutorials/vr/vr_starter_tutorial.po | 2 +- 3420 files changed, 50208 insertions(+), 39384 deletions(-) diff --git a/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po index f7241fae57..852f4ee684 100644 --- a/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po @@ -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 \n" "Language-Team: LANGUAGE \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 `" +msgstr ":ref:`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 `" +msgstr ":ref:`Audiosynchronisation `" #: ../../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 `" +msgstr ":ref:`Beziers und Curvers `" #: ../../docs/about/docs_changelog.rst:35 #, fuzzy @@ -93,7 +89,7 @@ msgstr ":ref:`Exportieren `" #: ../../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 `" +msgstr ":ref:`Verwendung mehreren 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 `" -msgstr ":ref:`Partikelshader `" +msgstr ":ref:`Prozedurale Geometrien `" #: ../../docs/about/docs_changelog.rst:79 -#, fuzzy msgid ":ref:`doc_arraymesh`" -msgstr ":ref:`2D Meshes `" +msgstr ":ref:`Arraymesh `" #: ../../docs/about/docs_changelog.rst:80 #, fuzzy diff --git a/sphinx/po/de/LC_MESSAGES/about/faq.po b/sphinx/po/de/LC_MESSAGES/about/faq.po index e8175e4a43..a9e821c247 100644 --- a/sphinx/po/de/LC_MESSAGES/about/faq.po +++ b/sphinx/po/de/LC_MESSAGES/about/faq.po @@ -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 \n" "Language-Team: LANGUAGE \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?" diff --git a/sphinx/po/de/LC_MESSAGES/about/index.po b/sphinx/po/de/LC_MESSAGES/about/index.po index d462691b7d..2bcc7fbcdf 100644 --- a/sphinx/po/de/LC_MESSAGES/about/index.po +++ b/sphinx/po/de/LC_MESSAGES/about/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/about/introduction.po b/sphinx/po/de/LC_MESSAGES/about/introduction.po index 141d68dd75..b545f103b0 100644 --- a/sphinx/po/de/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/de/LC_MESSAGES/about/introduction.po @@ -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 \n" "Language-Team: LANGUAGE \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 ` 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 `, " "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 " +"`, 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 `." #: ../../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 ` 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 ` " +"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 " diff --git a/sphinx/po/de/LC_MESSAGES/community/channels.po b/sphinx/po/de/LC_MESSAGES/community/channels.po index ac534b0671..d3d03107bc 100644 --- a/sphinx/po/de/LC_MESSAGES/community/channels.po +++ b/sphinx/po/de/LC_MESSAGES/community/channels.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index c4abb8f98d..13d5afa4c5 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po index 57940d920e..55371bc786 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index 51e29d4486..10d01ec699 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po index bf3904393c..fb826919ba 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -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 \n" "Language-Team: LANGUAGE \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 `_." @@ -262,7 +255,7 @@ msgstr "" "Du kannst bei der Übersetzung der Godot-Dokumentation über unsere `Hosted " "Weblate `_-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 `_. 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) `_ 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." diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/index.po b/sphinx/po/de/LC_MESSAGES/community/contributing/index.po index 465d883a6c..615b298c8d 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po index ee6dfeaf56..58ac816a5b 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po @@ -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 \n" "Language-Team: LANGUAGE \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 -- `` 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 `` 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 `` 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 "" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po index d10c3a7add..87b7f7c4a5 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po index 78c6d0d6eb..c2eb8803f6 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/tutorials.po b/sphinx/po/de/LC_MESSAGES/community/tutorials.po index dc6bc89493..664cac5c70 100644 --- a/sphinx/po/de/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/de/LC_MESSAGES/community/tutorials.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po index 020a0d12d6..8a6a38609f 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -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 \n" "Language-Team: LANGUAGE \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\\\\``" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:159 +#: ../../docs/development/compiling/compiling_for_android.rst:173 msgid "Linux: ``$HOME/.local/share/godot/templates//``" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:160 +#: ../../docs/development/compiling/compiling_for_android.rst:174 msgid "macOS: ``$HOME/Library/Application Support/Godot/templates//``" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:162 +#: ../../docs/development/compiling/compiling_for_android.rst:176 msgid "" "```` 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 `_:" 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//`` where " "```` 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 "" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po index 0da8884afd..8a613358e0 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po index b88ec8f4af..263aba1dbd 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 2231b3a319..3028ea0edc 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po index 18ad929b0a..3b1bd75a76 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po index 1e3a7be9dc..a6b0bb53cd 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -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 \n" "Language-Team: LANGUAGE \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 diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po index f3300af111..86ba9a10c3 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po index 6ba1f297db..e83f36287a 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index ce4ae9f116..d48e618d77 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index bb59eaa7bf..c215d67fcf 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po index 06390aec34..349ea24d03 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/index.po b/sphinx/po/de/LC_MESSAGES/development/compiling/index.po index e6138388bb..c21d958b74 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index 16652e2852..d619be677a 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/de/LC_MESSAGES/development/compiling/optimizing_for_size.po index 9b18ca5329..4ce8526138 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/de/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index 3ed4c9e016..0549042dd2 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide.po index b59398cf6b..19d0c4b6af 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide.po @@ -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 \n" "Language-Team: LANGUAGE \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 `_ " -"and :ref:`compiled ` Godot." +"We assume that you have already `cloned `_ and :ref:`compiled ` Godot." msgstr "" "Wir nehmen an, dass du bereits Godot `geklont `_ und :ref:`kompiliert ` hast." @@ -71,31 +72,40 @@ msgstr "" ":ref:`Visual Studio Code` (alle Desktop-" "Plattformen)" -#: ../../docs/development/cpp/configuring_an_ide.rst:19 +#: ../../docs/development/cpp/configuring_an_ide.rst:18 +#, fuzzy +msgid "" +":ref:`Android Studio` (all desktop " +"platforms)" +msgstr "" +":ref:`Visual Studio Code` (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 " "` 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 `_ 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 `_. 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 " "`_." 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) `" 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 `_ is a `Jetbrain " +"`_ 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 ``/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 `." +msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po index 1060590464..f754178c38 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po index 9108a04013..e37480b9bd 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po index 69fd462bcd..3b8dcc24f2 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index c00e176393..ca012cd902 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -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 \n" "Language-Team: LANGUAGE \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 ```` 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." diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index a8b70c6751..333d84a2a3 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/index.po b/sphinx/po/de/LC_MESSAGES/development/cpp/index.po index 604a5bca14..f9c4d6d5eb 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po index 97d1d3df86..657aba14d5 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index c6af5e1c70..31276b9531 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po index ad21cafe15..2d6329c767 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po index d68ab5bcf5..71db3decaf 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/de/LC_MESSAGES/development/editor/creating_icons.po index 37f933263a..2742da6688 100644 --- a/sphinx/po/de/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/de/LC_MESSAGES/development/editor/creating_icons.po @@ -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 \n" "Language-Team: LANGUAGE \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" diff --git a/sphinx/po/de/LC_MESSAGES/development/editor/index.po b/sphinx/po/de/LC_MESSAGES/development/editor/index.po index 4bd715be3c..520a61e190 100644 --- a/sphinx/po/de/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/editor/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/editor/introduction.po b/sphinx/po/de/LC_MESSAGES/development/editor/introduction.po index 62864af123..5a00e1de26 100644 --- a/sphinx/po/de/LC_MESSAGES/development/editor/introduction.po +++ b/sphinx/po/de/LC_MESSAGES/development/editor/introduction.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po index b2210e51b4..d494e9fbf7 100644 --- a/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po index fef04e030f..ab5d6a393d 100644 --- a/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index 4e6c352a21..a61e2421a5 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po index 6caf08a394..eaea29d2f9 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po index 0ccb990913..faaf7e00e2 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 5a150ca75b..9e4df904be 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -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 \n" "Language-Team: LANGUAGE \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)" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index c3ef82df52..3320b0efe9 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index e48956af74..5dbcb44dbe 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -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 \n" "Language-Team: LANGUAGE \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` 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`` is a type-safe wrapper around ``Godot." "Collections.Array``. Use the ``Godot.Collections.Array(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`` is a type-safe wrapper around ``Godot." "Collections.Dictionary``. Use the ``Godot.Collections.Dictionary(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 `_." 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``" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index 203097a609..20e3ab4684 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index f44d4cee3c..608e733511 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 76de5c754c..a1e31dd0c6 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index 7ad0b6e0fa..b2f914a137 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 02f1d525ec..0c7323f6c8 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -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 \n" "Language-Team: LANGUAGE \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" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index f710612d24..a03f4681a4 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 10babdaf8c..d13f06017d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 692ee09d3f..dd7535ff02 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -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 \n" "Language-Team: LANGUAGE \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`." 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 "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po index c2a1f3fa38..d5e45a2cff 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index db277b7b04..1802c3987b 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -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 \n" "Language-Team: LANGUAGE \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 warning’s description. Godot will add a comment above the " "corresponding line and the code won’t 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 won’t prevent the game from running, but you can turn them into " "errors if you’d like. This way your game won’t 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 can’t 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, let’s cover a few cases where you can’t 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 can’t 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 can’t 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 can’t 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 can’t 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 " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po index a845243b28..d402a245d6 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 12bebb5225..ebcc28ad68 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po index ed4011dee1..56caf9b2a5 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index 51046aca2c..15087a3750 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 28ab684f39..926f3cf874 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po index 16f840ed81..162bbc2a99 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po index 5b7635b24a..0b456c2f6e 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -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 \n" "Language-Team: LANGUAGE \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 `_." +"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 `_." msgstr "" "Die Browserunterstützung für WASM ist nicht sehr weit verbreitet. Firefox " "und Chrome unterstützen beide, aber möglicherweise funktioniert nicht alles. " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 477a234aa6..bfb07527f9 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 272aa0b54a..bd8f84aeaa 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po index efa50bd0d0..005ae8cc85 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po index a37d7fff89..5caa7df152 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index 3d4595c127..ebe1b27209 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index d62c9af9fa..4ed7cf5515 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -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 \n" "Language-Team: LANGUAGE \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 Godot’s file browser and pick a location or " "type the folder’s 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 you’ll open Godot, you’ll 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 Godot’s 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 editor’s " "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 you’ll 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, you’ll find the **Scene dock**, which lists the active " "scene’s 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 you’ll find tools " "to move, scale or lock your scene’s 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. That’s " @@ -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 "" "You’ll 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 "" "Godot’s 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 Code–Editor, 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." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po index e410eb59a2..56f9881e6a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 4b9f75cdc2..c0325c4f17 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -96,7 +96,7 @@ msgstr "" msgid "" "It contains the root :ref:`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 diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index 8ebbd0e544..21cb62936e 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -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 \n" "Language-Team: LANGUAGE \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 " "`-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 " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po index 754a967cc3..f7b1c88dcf 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index 44392b6d6b..79cceacc0f 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po index 2044c2ecac..d0cd752c52 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -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 \n" "Language-Team: LANGUAGE \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 ` node. " -"Create a new scene with a Node and two children: a Timer and a :ref:`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 `. In the Scene dock, rename Node2D to TimerExample." msgstr "" "Um zu sehen, wie Signale funktionieren, benutzen wir einen :ref:`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__`` but you can change it if you wish." @@ -168,7 +173,7 @@ msgstr "" "mit der Namenskonvention ``_on__``, 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(, , )``. 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 ` 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." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index 0d6d275a43..87b765631a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index e0fc46c72d..651d91e889 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index a351ff8570..90c18317e6 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index ceac318384..21c6dd7654 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 6cd9c2e193..459e27f6a6 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -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 \n" "Language-Team: LANGUAGE \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 ` documentation " -"page)." +"The five most common containers (you can learn more about containers in the :" +"ref:`GUI Containers ` documentation page)." msgstr "" "Die fünf häufigsten Behälter (mehr dazu in der Dokumentation unter :ref:`GUI " "Containers `)." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index 5e62967374..714f99fac2 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -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 \n" "Language-Team: LANGUAGE \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 Godot’s " +"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" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index 9a7b72e48a..b37c5ed86a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -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 \n" "Language-Team: LANGUAGE \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 ` (named ``Mob``)" msgstr ":ref:`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 `" msgstr ":ref:`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 `" msgstr ":ref:`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 ` (named " "``Visibility``)" @@ -721,7 +725,7 @@ msgstr "" ":ref:`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 ` 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 ` 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 ` named ``Main``. Click the \"Instance\" button and select " @@ -856,12 +860,12 @@ msgstr "" "und füge einen :ref:`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 ` (named ``MobTimer``) - to control how often mobs " "spawn" @@ -877,7 +881,7 @@ msgstr "" ":ref:`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 ` (named ``ScoreTimer``) - to increment the score " "every second" @@ -885,7 +889,7 @@ msgstr "" ":ref:`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 ` (named ``StartTimer``) - to give a delay before " "starting" @@ -893,7 +897,7 @@ msgstr "" ":ref:`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 ` (named ``StartPosition``) - to indicate " "the player's start position" @@ -901,26 +905,26 @@ msgstr "" ":ref:`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 ` " "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 ` 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 `. To create " "our UI, we'll use two types of :ref:`Control ` nodes: :ref:" @@ -1138,27 +1142,27 @@ msgstr "" "` Node: :ref:`Label ` und :ref:`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 ` named ``ScoreLabel``." msgstr ":ref:`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 ` named ``MessageLabel``." msgstr ":ref:`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 ` named ``StartButton``." msgstr ":ref:`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 ` named ``MessageTimer``." msgstr ":ref:`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 ` " @@ -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 ` 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" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index da2c8ade7e..9755eef706 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index 7fc8c2ae50..ff606b6e7a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index 4287e374c2..71562ec34c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index d7edfa3c9e..aad121f623 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index d6f7742507..9db9bef08d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index ff51e61447..12d1c5d67a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index ca3c0dcfdd..57e971e983 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po index a80d6890fc..7bc526b055 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index edfee5ea0e..c6f4e6c305 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index bd27b6f12c..579c5e4cee 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index cf11caa4b0..5d0ef7b80c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -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 \n" "Language-Team: LANGUAGE \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 diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 105d49749f..66f56e14eb 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po index 4e2471b65c..e0c5fa7d7a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index 9df7359628..c065e426fe 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index 202c79aa3d..d9baa83a73 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index 0da68577d4..ca35d44e02 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index dc931f54db..18702c5b46 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/index.po index 83c52f88ce..63817c87fe 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index 61c2e06c59..808519c263 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index ca55baf121..2cbf0680e1 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index db1254a362..7e136692e6 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index 8fded3a345..65c7df6b7c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index a9532b558b..c99eb8d2d8 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index 4190c6c405..87645f0791 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index 7a49f99d18..4634136471 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -30,337 +30,333 @@ msgid "" "project." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:10 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:11 msgid "There are some reasons why you may want to do this:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:12 -msgid "Modify the project before it's built" -msgstr "" - #: ../../docs/getting_started/workflow/export/android_custom_build.rst:13 -msgid "Add external SDKs that build with your project" +msgid "Modify the project before it's built." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:15 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:14 +msgid "Add external SDKs that build with your project." +msgstr "" + +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:16 msgid "" -"Configuring custom build is a more or less straightforward process, but it " -"may take a while to get used to how the Android SDK works." +"Configuring the custom build is a more or less straightforward process, but " +"it may take a while to get used to how the Android SDK works." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:17 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:19 msgid "" "Instructions will be provided as detailed as possible to do this process." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:20 -msgid "Set up the Custom Build environment" -msgstr "" - #: ../../docs/getting_started/workflow/export/android_custom_build.rst:22 -msgid "Go to the Project menu, and install the *Custom Build* template:" +msgid "Set up the custom build environment" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:26 -msgid "" -"Make sure export templates are downloaded. If not, this menu will aid you to " -"do it." +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:24 +msgid "Go to the Project menu, and install the *Custom Build* template:" msgstr "" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:28 msgid "" -"This will create an Gradle-based Android project in *\"res://android/build" -"\"*, and place a .gdignore file in *\"res://android\"* so Godot filesystem " +"Make sure export templates are downloaded. If not, this menu will help you " +"download them." +msgstr "" + +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:31 +msgid "" +"This will create an Gradle-based Android project in ``res://android/build`` " +"and place a ``.gdignore`` file in ``res://android`` so the Godot filesystem " "ignores this folder. Editing these files is not needed unless you want to :" "ref:`create your own add-ons`, or you really need to " "modify the project." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:31 -msgid "Install the Android SDK (Command Line Version)" +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:37 +msgid "Install the Android SDK (command-line version)" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:33 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:39 msgid "" "These are the steps for installing the Android SDK using command line. The " "advantage of this approach is the simplicity and small download/install " -"size. It can be a bit more challenging, though. The Android Studio approach " -"is easier but it requires downloading and installing Android Studio (which " -"may require more than 1gb of storage)." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:36 -msgid "Install Java" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:38 -msgid "" -"Android SDK does not come with Java, so it needs to be installed manually. " -"Instal Java SDK (**not** runtime or JRE). OpenSDK 8 is recommended, " -"otherwise Oracle's Java SDK for version 8 will work. Later versions may not " -"work for Android development." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:41 -msgid "Download the command line tools" -msgstr "Kommandozeile Hilfsmittel herunterladen" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:43 -msgid "" -"Go to Google's website for downloading the Android SDK. A search will take " -"you to the *Android Studio* download page. You don't want it, so don't " -"download (if you do want it, read further down for instructions for doing " -"the same using Android Studio)." +"size. It can be more challenging though. The Android Studio approach is " +"easier, but it requires downloading and installing Android Studio (which may " +"require more than 1 GB of storage)." msgstr "" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:46 -msgid "" -"Look in that page for the *Command Line Tools*. Currently, they are listed " -"under *Download Options*. Scroll down a bit until you see them." +msgid "Install a JDK" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:50 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:48 msgid "" -"Download the zip file for your platform, inside there will be a single " -"*tools* folder:" +"The Android SDK doesn't come with Java, so it needs to be installed " +"manually. You need to install a Java SDK (**not** just the runtime or JRE). " +"`OpenJDK 8 `__ is recommended. Oracle " +"JDK 8 should also work. Later versions may not work for Android development." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:54 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:55 +#, fuzzy +msgid "Download the command-line tools" +msgstr "Kommandozeile Hilfsmittel herunterladen" + +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:57 +msgid "" +"Go to the `Android Studio download page `_. To save disk space, you don't want the full IDE, " +"so don't download it." +msgstr "" + +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:62 +msgid "" +"If you do want Android Studio, read further down for instructions for doing " +"the same using Android Studio." +msgstr "" + +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:65 +msgid "" +"Look on that page for the *Command line tools only* section. Currently, they " +"are listed under *Download Options*. Scroll down a bit until you see them." +msgstr "" + +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:70 +msgid "" +"Download the ZIP file for your platform, there will be a single ``tools`` " +"folder inside:" +msgstr "" + +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:75 msgid "" "This may appear a little confusing, but be sure to follow these instructions " "carefully:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:56 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:78 msgid "" -"Create a new folder anywhere you want named *android-sdk* (it **must** be an " -"empty directory). On Windows," +"Create a new folder anywhere you want named ``android-sdk`` (it **must** be " +"an empty directory). On Windows, the following path is usually good enough:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:62 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:85 msgid "" -"is often good enough. Unzip the *sdk zip file* you just downloaded there. " -"The only thing in the directory you created in the previous step should be " -"the *tools* folder with its contents inside, like this:" +"Unzip the Android SDK ZIP file you just downloaded there. The only thing in " +"the directory you created in the previous step should be the ``tools`` " +"folder with its contents inside, like this:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:72 -msgid "Accepting the Licenses" +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:97 +#, fuzzy +msgid "Accepting the licenses" msgstr "Die Lizenz akzeptieren" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:74 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:99 msgid "" -"Everything would be more or less rosy up to here, but in order to even do " -"anything, Google requires you to accept its licenses." +"To be able to use the Android SDK tools, Google requires you to accept its " +"licenses." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:76 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:102 msgid "" -"To do this, the *sdkmanager* must be executed from command line with a " -"special argument. Navigate to the *tools/bin* directory inside the sdk " -"folder (instructions provided for Windows users, as Unix users are expected " -"to understand how command line navigation works):" +"To do this, the ``sdkmanager`` must be executed from the command line with a " +"special argument. Navigate to the ``tools/bin`` directory inside the SDK " +"folder (instructions provided for Windows users, as Linux and macOS users " +"are expected to understand how command line navigation works):" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:80 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:109 msgid "Then open a command line window:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:84 -msgid "In there, manually run sdkmanager with the \"--licenses\" argument:" +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:113 +msgid "In there, run ``sdkmanager --licenses``:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:88 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:117 msgid "" -"This will ask you to accept several licenses, just write *\"y\"* and press " -"*enter* on every of them until it's done." +"This will ask you to accept several licenses, just write ``y`` and press " +"Enter on every of them until it's done." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:90 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:120 msgid "" -"Afterwards, install the platform tools (this is needed to install *adb*):" +"Afterwards, install the platform tools (this is required to install ``adb``):" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:96 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:166 -msgid "Generating the Keystore" +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:126 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:210 +#, fuzzy +msgid "Generating the keystore" msgstr "Einen Keystore (Schlüsselwert) generieren" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:98 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:128 msgid "" -"Once *platform tools* are installed, the last step is to generate a debug " -"keystore (this is needed to build). Go up two folders by writing:" +"Once the *platform tools* are installed, the last step is to generate a " +"debug keystore (this is needed to build). Go up two folders by writing:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:105 -msgid "(or open a new shell on the *android-sdk* folder)." +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:135 +msgid "(or open a new shell in the ``android-sdk`` folder)." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:107 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:137 msgid "" -"And you need to input the following line (on Unixes this should work out of " -"the box, for Windows there are further instructions below):" +"And you need to input the following line (on Linux and macOS, this should " +"work out of the box, for Windows there are further instructions below):" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:113 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:144 msgid "" -"On Windows, the full path to Java should be provided (and & needs to be " -"added at the beginning on the line if you use PowerShell, it's not needed " -"for regular console)." +"On Windows, the full path to Java should be provided. You need to add ``&`` " +"at the beginning of the line if you use PowerShell; it's not needed for the " +"regular ``cmd.exe`` console." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:115 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:148 msgid "" "To make it clearer, here is an capture of a line that works on PowerShell " -"(by adding & and the full Java Path to keytool.exe). Again, keep in mind " -"that you need Java installed:" +"(by adding ``&`` and the full Java path before ``keytool.exe``). Again, keep " +"in mind that you need Java installed:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:119 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:186 -msgid "" -"(right-click, then open the image in a new tab if this appears too small)" +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:154 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:165 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:237 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:248 +msgid "(right-click and open the image in a new tab if this appears too small)" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:123 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:190 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:158 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:241 msgid "Setting up Godot" msgstr "Godot einrichten" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:125 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:192 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:160 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:243 msgid "" -"Go to the *Editor Settings* and set up a few fields in *Export -> Android*. " -"Make sure they look like the following:" +"Go to the **Editor Settings** and set up a few fields in **Export > " +"Android**. Make sure they look like the following:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:129 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:196 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:167 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:250 msgid "" -"(again, right-click, then open the image in a new tab if this appears too " -"small)" +"As it can be seen, most paths are inside either the ``android-sdk`` folder " +"you originally created, or inside the Java install. For Linux and macOS " +"users, ``jarsigner`` is often located in ``/usr/bin``." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:132 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:199 -msgid "" -"As it can be seen, most paths are inside either *android-sdk* you originally " -"created, or inside the Java install. For Unix users, *jarsigner* is often in " -"\"/usr/bin\"." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:134 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:201 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:171 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:254 msgid "With this, you should be all set." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:138 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:175 msgid "Install the Android SDK (Android Studio)" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:140 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:177 msgid "" -"If you just finished installing the SDK via command line tools, feel free to " -"skip this section entirely. The Android Studio path is easier, but it takes " -"up more disk space. It's also useful if you plan to develop Godot for " -"Android (modify the Java source code) or if you plan to develop Add-Ons." +"If you just finished installing the SDK via the command-line tools, feel " +"free to skip this section entirely. The Android Studio path is easier, but " +"it takes up more disk space. It's also useful if you plan to develop Godot " +"for Android (modify the Java source code) or if you plan to develop add-ons." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:143 -msgid "Download and Install Android Studio" +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:183 +msgid "Download and install Android Studio" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:145 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:185 msgid "" "Download the latest version of Android Studio. When installing, pay " "attention to where the *android-sdk* directory is created." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:149 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:190 msgid "" "This is funny, the path it proposes by default contains whitespace (and " "complains about it). It must be changed." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:151 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:192 msgid "" "In any case, it's better to select a different path inside your user " "folders. The recommended one is usually:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:157 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:199 msgid "" "Replace *yourusername* by your actual user name. Once it's correct, select " "from the list above in the same screen:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:159 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:202 msgid "Android SDK" msgstr "Android SDK" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:160 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:203 msgid "Android SDK Platform" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:162 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:205 msgid "" "The rest are not needed, because the build system will fetch them itself. " "After selecting them, go on with the installation." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:168 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:212 msgid "" -"You thought that by going the Android Studio way you could escape the " -"Keystore generation, but no. It's back to haunt you." +"Go to the folder where you installed ``android-sdk`` in the previous step, " +"use File Explorer and open a command line tool there:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:170 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:217 msgid "" -"Go to the folder where you installed android-sdk in the previous step, use " -"File Explorer and open a command line tool there:" +"The actual command line to type is the following. On Linux and macOS, it " +"should work out of the box, but on Windows, it needs additional details " +"(keep reading afterwards)." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:174 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:225 msgid "" -"The actual command line to type is the following. On Unixes it should work " -"out of the box, but on Windows it needs additional details (keep reading " -"afterwards)." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:180 -msgid "" -"On Windows, the full path to Java should be provided (and & needs to be " +"On Windows, the full path to Java should be provided (and ``&`` needs to be " "added at the beginning on the line if you use PowerShell, it's not needed " -"for regular commandline). Don't worry, at least by using Android Studio on " -"Windows, Java comes bundled with it." +"for the regular ``cmd.exe`` console). Don't worry, at least by using Android " +"Studio on Windows, Java comes bundled with it." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:182 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:230 msgid "" "To make it clearer, here is a screen capture of a line that works on " -"PowerShell (by adding & and the full Java Path to keytool.exe, remove & if " -"you use regular console). It uses a path to the Java version that comes with " -"Android Studio:" +"PowerShell (by adding ``&`` and the full Java Path to ``keytool.exe``; " +"remove ``&`` if you use ``cmd.exe``). It uses a path to the Java version " +"that comes with Android Studio:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:205 -msgid "Enabling Custom Build and Exporting" +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:258 +msgid "Enabling the custom build and exporting" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:207 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:260 msgid "" -"When setting up the Android project in the *Project -> Export* dialog, " -"*custom build* needs to be enabled:" +"When setting up the Android project in the **Project > Export** dialog, " +"**Custom Build** needs to be enabled:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:211 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:265 msgid "" "From now on, attempting to export the project or one-click deploy will call " -"the *Gradle* build system to generate fresh templates (this window will " -"appear every time):" +"the `Gradle `__ build system to generate fresh " +"templates (this window will appear every time):" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:215 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:271 msgid "" "The templates built will be used automatically afterwards, so no further " "configuration is needed." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index c8e78384c5..03f88f2faf 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 994ae1c23d..0c5191447a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 28212575ee..b3ac081a4a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index 2dc40a2511..c06acb7b1f 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index 2e5a36e0ef..1e50883694 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index c31def491f..caa04ff523 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -188,54 +188,56 @@ msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:97 msgid "" -"On export, several text placeholders are replaced in the **generated HTML " -"file** specifically for the given export options. It must not be reused in " -"further exports." +"Each project must generate their own HTML file. On export, several text " +"placeholders are replaced in the **generated HTML file** specifically for " +"the given export options. Any direct modifications to the **generated HTML " +"file** will be lost in future exports. To customize the generated file, see :" +"ref:`doc_customizing_html5_shell`." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:102 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:101 msgid "Boot splash is not displayed" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:104 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:103 msgid "" "The default HTML page does not display the boot splash while loading. " "However, the image is exported as a PNG file, so :ref:`custom HTML pages " "` can display it." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:109 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:108 msgid "Unimplemented functionality" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:111 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:110 msgid "" "The following functionality is currently unavailable on the HTML5 platform:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:113 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:112 msgid "Threads" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:114 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:113 msgid "GDNative" msgstr "GDNative" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:114 msgid "C#" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:116 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:115 msgid "Clipboard synchronisation between engine and operating system" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:117 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:116 msgid "" "Networking other than :ref:`class_HTTPClient` and :ref:" "`class_WebSocketClient`" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:119 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:118 msgid "" "Check the `list of open HTML5 issues on Github `__ to see " @@ -243,32 +245,32 @@ msgid "" "to communicate your interest." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:125 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:124 msgid "Serving the files" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:127 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:126 msgid "" "Exporting for the web generates several files to be served from a web " "server, including a default HTML page for presentation. A custom HTML file " "can be used, see :ref:`doc_customizing_html5_shell`." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:131 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:130 msgid "" "The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache " "servers and can be renamed to e.g. ``index.html`` at any time, its name is " "never depended on by default." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:135 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:134 msgid "" "The HTML page draws the game at maximum size within the browser window. This " "way it can be inserted into an ``