Sync translations with Weblate

This commit is contained in:
Rémi Verschelde
2018-10-25 15:35:47 +02:00
parent 3a6c562a27
commit 68718ae7e0
26 changed files with 127658 additions and 2601 deletions

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@@ -5,16 +5,18 @@
# Anas Khalil <anas.khalil@outlook.com>, 2018.
# Aymen B'm <boxaymen7@gmail.com>, 2018.
# Codes Otaku <ilyas.gamerz@gmail.com>, 2018.
# Mohamed El-Baz <albaz2000eg@gmail.com>, 2018.
# Omar Aglan <omar.aglan91@yahoo.com>, 2018.
# Rached Noureddine <rached.noureddine@gmail.com>, 2018.
# Takai Eddine Kennouche <takai.kenn@gmail.com>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-08-13 14:34+0000\n"
"Last-Translator: Codes Otaku <ilyas.gamerz@gmail.com>\n"
"PO-Revision-Date: 2018-10-22 21:22+0000\n"
"Last-Translator: Mohamed El-Baz <albaz2000eg@gmail.com>\n"
"Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ar/>\n"
"Language: ar\n"
@@ -23,11 +25,11 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 "
"&& n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n"
"X-Generator: Weblate 3.2-dev\n"
"X-Generator: Weblate 3.3-dev\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
msgstr ""
msgstr "مراجع Godot - الفرع الرئيسي"
#: ../../docs/index.rst:9
msgid ""
@@ -35,6 +37,8 @@ msgid ""
"documentation of the current **stable** branch? `Have a look here <http://"
"docs.godotengine.org/en/stable>`_."
msgstr ""
"هذا المرجع يخص الفرع الغير مستقر. هل تبحث عن مرجع الفرع المستقر الحاليّ؟ أنظر "
"هنا <http://docs.godotengine.org/en/stable>`_."
#: ../../docs/index.rst:13
msgid ""
@@ -44,6 +48,9 @@ msgid ""
"<doc_about_intro>` to get an overview of what this documentation has to "
"offer."
msgstr ""
"مرحبا إلى المرجع الرّسمي لGodot Engine, محرّك الألعاب المجّاني و المفتوح "
"المصدر! إذا كنت جديدا مع هذا المصدر, ننصح أن تقرأ :ref:`introduction page "
"<doc_about_intro>` للحصول على فكرة عامّة عن ما في هذا المرجع."
#: ../../docs/index.rst:18
msgid ""
@@ -51,6 +58,9 @@ msgid ""
"the documentation for your topic of interest. You can also use the search "
"function in the top left corner."
msgstr ""
"قائمة المحتويات الموجودة تحت و في العمود الجانبي ينبغي أن تسمح لك بالدخول "
"السهل لمرجع الموضوع اللذي يهمك. يمكنك كذلك إستعمال وظيفة البحث في الزاوية "
"أعلى اليسار."
#: ../../docs/index.rst:22
msgid ""
@@ -60,6 +70,10 @@ msgid ""
"something, or cannot find what you are looking for in the docs, help us make "
"the documentation better by letting us know!"
msgstr ""
"Godot Engine مشروع مفتوح المصدر طوّر من طرف مجموعة متطوّعين. فريق التوثيق يمكن "
"أن يستفيد من ملاحظاتك و يساعد في تحسين الدلائل و المراجع التعليمية. إذا لم "
"تفهم شيئا ما, أو لم تستطع العثور عن ما تبحث عنه في المراجع, ساعندنا على "
"تحسينها من خلال تبليغنا!"
#: ../../docs/index.rst:29
msgid ""
@@ -70,31 +84,37 @@ msgid ""
"<https://discord.gg/zH7NUgz>`_, or the ``#godotengine-doc`` channel on `irc."
"freenode.net <http://webchat.freenode.net/?channels=#godotengine-doc>`_!"
msgstr ""
"قم بتقديم issue أو pull request على `GitHub repository <https://github.com/"
"godotengine/godot-docs/issues>`_, ساعدنا على `ترجمة التوثيق <https://hosted."
"weblate.org/engage/godot-engine/>`_ للغتك ، أو تناقش معنا ، إما على قناة "
"``#documentation`` على `Discord <https://discord.gg/zH7NUgz>`_, أو قناة "
"``#godotengine-doc`` على `irc.freenode.net <http://webchat.freenode.net/?"
"channels=#godotengine-doc>`_!"
#: ../../docs/index.rst:43
msgid ""
"The main documentation for the site is organized into the following sections:"
msgstr ""
msgstr "التوثيق الرئيسي لهذا الموقع منظم في الأقسام التالية :"
#: ../../docs/index.rst:45 ../../docs/community/resources.rst:9
msgid "General"
msgstr ""
msgstr "عام"
#: ../../docs/index.rst:53
msgid "Getting started"
msgstr ""
msgstr "البدء"
#: ../../docs/index.rst:64 ../../docs/community/tutorials.rst:4
msgid "Tutorials"
msgstr ""
msgstr "دروس تعليمية"
#: ../../docs/index.rst:90
msgid "Development"
msgstr ""
msgstr "التطوير"
#: ../../docs/index.rst:99
msgid "Creating Content"
msgstr ""
msgstr "إنشاء المحتوى"
#: ../../docs/index.rst:107 ../../docs/community/index.rst:2
msgid "Community"
@@ -184,7 +204,7 @@ msgid ""
"beginner or where to look if you need info on a specific feature."
msgstr ""
"تهدف هذه الصفحة إلى تقديم عرض واسع عن المحرك ومحتويات هذه الوثائق ، حتى تعرف "
"من أين تبدأ إذا كنت مبتدئًا، أو أين تبحث عن معلومات حول ميزة محددة."
"من أين تبدأ إذا كنت مبتدئًا ، أو أين تبحث عن معلومات حول ميزة محددة."
#: ../../docs/about/introduction.rst:21
msgid "About Godot Engine"
@@ -196,9 +216,9 @@ msgid ""
"Godot in a few words. Here's however our PR presentation, which you are free "
"to reuse if you need a quick writeup about Godot Engine."
msgstr ""
"محرك الألعاب أداة معقدة، و لهذا السبب من الصعب شرح Godot Engine ببضع كلمات."
"لكن إليكم التقديم العام و الرسمي، الذي هو متاح بدون قيد لإعادة الاستخدام، في "
"حال أردتم تلخيصا سريعا عن محرك Godot Engine."
"محرك الألعاب أداة معقدة،ومن ثم فمن الصعب تقديم Godot في بضع كلمات. إليك على "
"العموم عرض العلاقات العامة التقديمي الخاص بنا ، والذي يمكنك أن تعيد استخدامه "
"بحرية إن كنت تحتاج إلى كتابة تقرير سريع عن محرك Godot ."
#: ../../docs/about/introduction.rst:27
msgid ""
@@ -217,7 +237,6 @@ msgstr ""
"الأساسية (Android و iOS) والأنظمة الأساسية المستندة إلى تقنيات الويب (HTML5)."
#: ../../docs/about/introduction.rst:34
#, fuzzy
msgid ""
"Godot is completely free and open source under the permissive MIT license. "
"No strings attached, no royalties, nothing. Users' games are theirs, down to "
@@ -352,20 +371,22 @@ msgid ""
"various `Godot demo projects <https://github.com/godotengine/godot-demo-"
"projects>`_."
msgstr ""
"بالإضافة لهذه الوثائق، ربما تود أيضا أن تلقي نظرة على النماذج المتنوعة من "
"`Godot demo projects <https://github.com/godotengine/godot-demo-projects>`_."
#: ../../docs/about/introduction.rst:99
msgid "Have fun reading and making games with Godot Engine!"
msgstr ""
msgstr "استمتع بالقراءة وصنع الألعاب مع محرك Godot!"
#: ../../docs/about/faq.rst:4
#: ../../docs/tutorials/assetlib/what_is_assetlib.rst:29
msgid "Frequently asked questions"
msgstr ""
msgstr "الأسئلة الشائعة"
#: ../../docs/about/faq.rst:7
msgid ""
"What can I do with Godot? How much does it cost? What are the license terms?"
msgstr ""
msgstr "ما الذي يمكنني أن أفعله بـ Godot ؟ كم يكلف ؟ وما شروط الترخيص ؟"
#: ../../docs/about/faq.rst:9
msgid ""
@@ -377,19 +398,23 @@ msgstr ""
#: ../../docs/about/faq.rst:11
msgid "In short:"
msgstr ""
msgstr "باختصار :"
#: ../../docs/about/faq.rst:13
msgid ""
"You are free to download and use Godot for any purpose, personal, non-"
"profit, commercial, or otherwise;"
msgstr ""
"لديك الحرية لتحميل واستخدام Godot لأي غرض ، شخصي ، غير ربحي ، تجاري ، أو غير "
"ذلك;"
#: ../../docs/about/faq.rst:14
msgid ""
"You are free to modify, distribute, redistribute, and remix Godot to your "
"heart's content, for any reason, both non-commercially and commercially."
msgstr ""
"لديك الحرية لتعديل ، توزيع ، إعادة توزيع ، إعادة تشكيل Godot كيفما شئت ، "
"ولأي سبب ، سواء بشكل غير ربحي أو ربحي."
#: ../../docs/about/faq.rst:16
#, fuzzy
@@ -418,20 +443,26 @@ msgid ""
"txt <https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ "
"files in the Godot repository."
msgstr ""
"لمزيد من التفاصيل ، طالع ملفات `COPYRIGHT.txt <https://github.com/"
"godotengine/godot/blob/master/COPYRIGHT.txt>`_ وكذلك `LICENSE.txt <https://"
"github.com/godotengine/godot/blob/master/LICENSE.txt>`_ و `LOGO_LICENSE.txt "
"<https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ في "
"مستودع Godot."
#: ../../docs/about/faq.rst:28
msgid ""
"Also see `the license page on the Godot website <https://godotengine.org/"
"license>`_."
msgstr ""
"انظر أيضا `صفحة الترخيص على موقع Godot <https://godotengine.org/license>`_."
#: ../../docs/about/faq.rst:31
msgid "Which platforms are supported by Godot?"
msgstr ""
msgstr "أي المنصات مدعومة بواسطة Godot ؟"
#: ../../docs/about/faq.rst:33
msgid "**For the editor:**"
msgstr ""
msgstr "**للمحرر:**"
#: ../../docs/about/faq.rst:35
msgid "Windows"
@@ -13971,7 +14002,7 @@ msgstr ""
#: ../../docs/tutorials/animation/cutout_animation.rst:279
#: ../../docs/development/file_formats/tscn.rst:365
msgid "Animation"
msgstr ""
msgstr "صورة متحركة"
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:8
msgid "Animation supported:"

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@@ -10,7 +10,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-06-26 03:35+0000\n"
"PO-Revision-Date: 2018-09-12 03:14+0000\n"
"Last-Translator: Roger Blanco Ribera <roger.blancoribera@gmail.com>\n"
"Language-Team: Catalan <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ca/>\n"
@@ -19,7 +19,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 3.1-dev\n"
"X-Generator: Weblate 3.2-dev\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
@@ -40728,7 +40728,7 @@ msgstr ""
#: ../../docs/tutorials/viewports/viewports.rst:128
msgid "Capture"
msgstr ""
msgstr "Captura"
#: ../../docs/tutorials/viewports/viewports.rst:130
msgid ""

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@@ -5,14 +5,15 @@
# Jakub Smetana <kubiceks76@gmail.com>, 2018.
# Josef Kuchař <josef.kuchar267@gmail.com>, 2018.
# Vít Petričák <v.petricak@gmail.com>, 2018.
# Vojtěch Šamla <auzkok@seznam.cz>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-06-28 12:35+0000\n"
"Last-Translator: Jakub Smetana <kubiceks76@gmail.com>\n"
"PO-Revision-Date: 2018-10-04 18:24+0000\n"
"Last-Translator: Vojtěch Šamla <auzkok@seznam.cz>\n"
"Language-Team: Czech <https://hosted.weblate.org/projects/godot-engine/godot-"
"docs/cs/>\n"
"Language: cs\n"
@@ -20,7 +21,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n"
"X-Generator: Weblate 3.1-dev\n"
"X-Generator: Weblate 3.2-dev\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
@@ -11377,7 +11378,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:270
msgid "Prefix"
msgstr ""
msgstr "Prefix"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:270
msgid "``\"Hi, %0 v%1\".format([\"Godette\", \"3.0\"], \"%_\")``"
@@ -13844,7 +13845,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/mesh.rst:2
msgid "Mesh"
msgstr ""
msgstr "Mesh"
#: ../../docs/getting_started/workflow/assets/escn_exporter/mesh.rst:5
msgid "Modifiers"
@@ -13880,7 +13881,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:2
#: ../../docs/development/file_formats/tscn.rst:153
msgid "Skeleton"
msgstr ""
msgstr "Kostra"
#: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:7
msgid "Rest Bone"
@@ -39730,7 +39731,7 @@ msgstr ""
#: ../../docs/tutorials/gui/gui_skinning.rst:25
msgid "Theme"
msgstr ""
msgstr "Téma"
#: ../../docs/tutorials/gui/gui_skinning.rst:27
msgid ""
@@ -40578,7 +40579,7 @@ msgstr ""
#: ../../docs/tutorials/viewports/viewports.rst:128
msgid "Capture"
msgstr ""
msgstr "Zachytit"
#: ../../docs/tutorials/viewports/viewports.rst:130
msgid ""
@@ -44651,7 +44652,7 @@ msgstr ""
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:134
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:194
msgid "Variable"
msgstr ""
msgstr "Proměnná"
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:69
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:134
@@ -51796,7 +51797,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:27
msgid "Small Deploy with Network FS"
msgstr ""
msgstr "Minimální nasazení se síťovým FS"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:29
msgid ""
@@ -51808,7 +51809,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:33
msgid "Visible Collision Shapes"
msgstr ""
msgstr "Viditelné kolizní tvary"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:35
msgid ""
@@ -51818,7 +51819,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:38
msgid "Visible Navigation"
msgstr ""
msgstr "Viditelná navigace"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:40
msgid "Navigation meshes and polygons will be visible on the running game."
@@ -51881,7 +51882,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:76
msgid "Profiler"
msgstr ""
msgstr "Profiler"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:78
msgid "Profiling the performance of the any function call in the running game."
@@ -51899,7 +51900,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:86
msgid "Video Mem"
msgstr ""
msgstr "Video pamět"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88
msgid "Listing the video memory usage of the running game."

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@@ -12,7 +12,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-09-02 21:17+0000\n"
"PO-Revision-Date: 2018-09-25 10:27+0000\n"
"Last-Translator: George Tsiamasiotis <gtsiam@windowslive.com>\n"
"Language-Team: Greek <https://hosted.weblate.org/projects/godot-engine/godot-"
"docs/el/>\n"
@@ -13223,7 +13223,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:155
msgid "End"
msgstr ""
msgstr "Τέλος"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:163
msgid "get_area()"
@@ -40802,7 +40802,7 @@ msgstr ""
#: ../../docs/tutorials/viewports/viewports.rst:128
msgid "Capture"
msgstr ""
msgstr "Καταγραφή"
#: ../../docs/tutorials/viewports/viewports.rst:130
msgid ""

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@@ -10,28 +10,37 @@
# Cameron Toms <cameron.toms@gmail.com>, 2018.
# Carlos Roberto Rojas C <carlosroberto.rojas@gmail.com>, 2018.
# César León <ceesarleon2002@gmail.com>, 2018.
# Cristian Martinez <organocm@gmail.com>, 2018.
# David Arranz <davarrcal@hotmail.com>, 2018.
# Dianiel García <jdangarr@gmail.com>, 2018.
# Elena G <elena.guzbla@gmail.com>, 2018.
# Elias Mascheroni <eliasmg-py@outlook.com>, 2018.
# eon-s <emanuel.segretin@gmail.com>, 2018.
# Ethan Huff <et.huff.the1st@gmail.com>, 2018.
# Fidel Dalmasso <fidelmasso@gmail.com>, 2018.
# Franco F <ezefran256@gmail.com>, 2018.
# Hernan Campillo Mecklenburg <hcampillo.88@gmail.com>, 2018.
# Hernan Prado <pradoh97@gmail.com>, 2018.
# Javier López Úbeda <jlopezcur@gmail.com>, 2018.
# Javier Ocampos <xavier.ocampos@gmail.com>, 2018.
# Joaquin Bozzalla <joaco.mbb@gmail.com>, 2018.
# Jonasfxh <Jonasfxh@gmail.com>, 2018.
# Jorge Araya Navarro <jorge@esavara.cr>, 2018.
# Jorge Marcos <jorgemarcos@protonmail.com>, 2018.
# Jose Maria Martinez <josemar1992@hotmail.com>, 2018.
# Juan Antonio Frutos Lopez <juanantonio.tecno@gmail.com>, 2018.
# Juan Carlos <juanvelandia@protonmail.com>, 2018.
# Juan Jesús Ligero <jjhaggar@gmail.com>, 2018.
# Juanjo <jjramos@gmail.com>, 2018.
# Julio Alvar Tamaño <alvarjt@gmail.com>, 2018.
# Kevin S Mojica <keffspace@gmail.com>, 2018.
# Kevin Soto Vallejo <siguemek@gmail.com>, 2018.
# korge Rodriguez <jorge.3dcomv@gmail.com>, 2018.
# Max R.R. Collada <mrdguezc@gmail.com>, 2018.
# Nahum Rosillo Lopez <nahum.rosillolopez@gmail.com>, 2018.
# Oscar Vila <codemoscar@gmail.com>, 2018.
# pablo guevara <pabloguevara@gmail.com>, 2018.
# Pòsweg <joshu253@gmail.com>, 2018.
# R. Joshua Seville <rjoshua@protonmail.com>, 2018.
# Renato Pereson <peresonrenato@gmail.com>, 2018.
# Ricardo Pérez <ricpelo@gmail.com>, 2018.
@@ -48,8 +57,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-09-07 18:26+0000\n"
"Last-Translator: yaelatletl <yael.atletl@gmail.com>\n"
"PO-Revision-Date: 2018-10-25 13:19+0000\n"
"Last-Translator: Juan Antonio Frutos Lopez <juanantonio.tecno@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/es/>\n"
"Language: es\n"
@@ -57,7 +66,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n > 1);\n"
"X-Generator: Weblate 3.2-dev\n"
"X-Generator: Weblate 3.3-dev\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
@@ -892,18 +901,21 @@ msgid ""
"development community to support any third-party, closed-source/proprietary "
"SDKs, as integrating with these would go against Godot's ethos."
msgstr ""
"El objetivo de Godot es crear un motor con licencia MIT libre y de código "
"abierto que sea modular y ampliable. No hay planes para que la comunidad "
"central de desarrollo de motores admita ningún SDK de código cerrado/"
"propietario de terceros, ya que la integración con ellos iría en contra del "
"espíritu de Godot."
#: ../../docs/about/faq.rst:166
#, fuzzy
msgid ""
"That said, because Godot is open-source and modular, nothing prevents you or "
"anyone else interested in adding those libraries as a module and shipping "
"your game with them--as either open- or closed-source."
msgstr ""
"Dicho esto, debido a que es de código abierto y modular, nada te detiene a "
"ti, o a cualquier otro interesado, en añadir esas bibliotecas como un módulo "
"y lanzar tu juego usándolo, ya sea de código abierto o no. Todo está "
"permitido."
"Dicho esto, como Godot es de código abierto y modular, nada te impide a ti "
"ni a nadie interesado en añadir esas bibliotecas como módulo y distribuir tu "
"juego con ellas, ya sea como código abierto o como código cerrado."
#: ../../docs/about/faq.rst:170
msgid ""
@@ -920,6 +932,11 @@ msgid ""
"work yourself. Godot is not owned by one person; it belongs to the "
"community, and it grows along with ambitious community contributors like you."
msgstr ""
"Si conoces algún SDK de terceros que no es soportado por Godot, pero que "
"ofrece integración gratuita y de código abierto, considera iniciar el "
"trabajo de integración por ti mismo. Godot no es propiedad de una persona; "
"pertenece a la comunidad y crece junto con los contribuyentes ambiciosos de "
"la comunidad, justo como vos."
#: ../../docs/about/faq.rst:179
msgid ""
@@ -949,17 +966,16 @@ msgstr ""
"variedad de tamaños y DPIs."
#: ../../docs/about/faq.rst:189
#, fuzzy
msgid ""
"The most common and proper way to achieve this is to, instead, use a single "
"base resolution for the game and only handle different screen aspect ratios. "
"This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or "
"YFov."
msgstr ""
"La forma más común y la más apropiada para lograr esto es, en su lugar, usar "
"una única resolución base para el juego y solo manejar diferentes aspectos "
"de pantalla. Esto es necesario principalmente para 2D, ya que en 3D es solo "
"cuestión de cambiar el campo de visión de la Cámara."
"La forma más común y correcta de conseguirlo es, en su lugar, utilizar una "
"única resolución base para el juego y manejar únicamente diferentes "
"relaciones de aspecto de pantalla. Esto es necesario sobre todo para 2D, ya "
"que en 3D es sólo cuestión de usar la cámara XFov o YFov."
#: ../../docs/about/faq.rst:193
msgid ""
@@ -1030,16 +1046,16 @@ msgstr ""
#: ../../docs/about/faq.rst:222
msgid "How can I extend Godot?"
msgstr ""
msgstr "¿Cómo puedo extender Godot?"
#: ../../docs/about/faq.rst:224
#, fuzzy
msgid ""
"For extending Godot, like creating Godot Editor plugins or adding support "
"for additional languages, take a look at :ref:`EditorPlugins "
"<doc_making_plugins>` and tool scripts."
msgstr ""
"Para crear complementos para el Editor de Godot, mira :ref:`EditorPlugins "
"Para extender Godot, como crear plugins de Godot Editor o añadir soporte "
"para lenguajes adicionales, echa un vistazo a :ref:`EditorPlugins "
"<doc_making_plugins>` y tool scripts."
#: ../../docs/about/faq.rst:228
@@ -1060,26 +1076,28 @@ msgstr ""
"`¡GDNative está aquí! <https://godotengine.org/article/dlscript-here>`_"
#: ../../docs/about/faq.rst:233
#, fuzzy
msgid ""
"You can also take a look at the GDScript implementation, the Godot modules, "
"as well as the `unofficial Python support <https://github.com/touilleMan/"
"godot-python>`_ for Godot. This would be a good starting point to see how "
"another third-party library integrates with Godot."
msgstr ""
"También le puedes echar un vistazo a la implementación de GDScript, los "
"módulos de Godot así como al `soporte no oficial de Python <https://github."
"com/touilleMan/godot-python>`_ para Godot."
"También puedes echar un vistazo a la implementación de GDScript, los módulos "
"de Godot, así como el `soporte no oficial de Python <https://github.com/"
"touilleMan/godot-python>`_ para Godot. Este sería un buen punto de partida "
"para ver cómo otra librería de terceros se integra con Godot."
#: ../../docs/about/faq.rst:239
msgid "I would like to contribute! How can I get started?"
msgstr ""
msgstr "¡Me gustaría contribuir! ¿Cómo puedo empezar?"
#: ../../docs/about/faq.rst:241
msgid ""
"Awesome! As an open-source project, Godot thrives off of the innovation and "
"ambition of developers like you."
msgstr ""
"¡Fantástico! Como proyecto de código abierto, Godot prospera gracias a la "
"innovación y ambición de desarrolladores como tú."
#: ../../docs/about/faq.rst:244
msgid ""
@@ -1089,10 +1107,16 @@ msgid ""
"master/CONTRIBUTING.md#contributing-pull-requests>`_ guide to learn how to "
"fork, modify, and submit a Pull Request (PR) with your changes."
msgstr ""
"El primer lugar para comenzar es el de `discusión <https://github.com/"
"godotengine/godot/issues>`_. Encuentra un problema que te suene familiar, "
"entonces proceda a la guía de `Como contribuir <https://github.com/"
"godotengine/godot/blob/master/CONTRIBUTING.md#contributing-pull-requests>`_ "
"la guía te enseña como hacer un “fork”, modificar y enviar un “Pull Request "
"(PR)” con tus cambios."
#: ../../docs/about/faq.rst:249
msgid "I have a great idea for Godot. How can I share it?"
msgstr ""
msgstr "Tengo una gran idea para Godot ¿Cómo puedo compartirla?"
#: ../../docs/about/faq.rst:251
msgid ""
@@ -1106,12 +1130,23 @@ msgid ""
"github.com/godotengine/godot/issues>`_, and conversations between Godot "
"community members."
msgstr ""
"Puede ser tentador querer proponer ideas para Godot, como las que resultan "
"en cambios masivos al nucleo, algo como imitar lo que otro motor de juego "
"hace, o flujos de trabajo que te gustaria implementar en el editor. Estos "
"son grandiosos y estamos agradecidos de tener gente motivada en querer "
"contribuir, pero el enfoque de Godot siempre sera la funcionalidad del "
"nucleo como mencionado en 'el mapa vial<https://github.com/godotengine/godot-"
"roadmap/blob/master/ROADMAP.md>`_, `corrigiendo errores y resolviendo "
"problemas <https://github.com/godotengine/godot/issues>`_, y conversaciones "
"entre miembros de la comunidad Godot."
#: ../../docs/about/faq.rst:260
msgid ""
"Most developers in the Godot community will be more interested to learn "
"about things like:"
msgstr ""
"La mayor parte de los desarrolladores de la comunidad de Godot estarán más "
"interesados en aprender sobre cosas como esta:"
#: ../../docs/about/faq.rst:263
msgid ""
@@ -1130,35 +1165,33 @@ msgstr ""
"para tu proyecto."
#: ../../docs/about/faq.rst:267
#, fuzzy
msgid ""
"The concepts that were difficult to understand while learning the software."
msgstr ""
"Los conceptos que fueron difíciles de entender para aprender el software."
"Los conceptos que eran difíciles de entender mientras se aprendía el "
"software."
#: ../../docs/about/faq.rst:268
msgid "The parts of your workflow you would like to see optimized."
msgstr "Las partes de tu flujo de trabajo que te gustaría ver optimizadas."
#: ../../docs/about/faq.rst:269
#, fuzzy
msgid ""
"Parts where you missed clear tutorials or where the documentation wasn't "
"clear."
msgstr ""
"Partes en donde no hay tutoriales claros o lugares donde la documentación no "
"estaba a la altura."
"Partes donde no hay tutoriales claros o donde la documentación no estaba "
"clara."
#: ../../docs/about/faq.rst:271
#, fuzzy
msgid ""
"Please don't feel like your ideas for Godot are unwelcome. Instead, try to "
"reformulate them as a problem first, so developers and the community have a "
"functional foundation to ground your ideas on."
msgstr ""
"No sientas que tus ideas para Godot no son bienvenidas. En su lugar, intenta "
"reformularlas como un problema primero, así los desarrolladores y la "
"comunidad tienen una base sobre cual discutir."
"Por favor, no sientas que tus ideas sobre Godot no son bienvenidas. En su "
"lugar, intenta reformularlas como un problema primero, así los "
"desarrolladores y la comunidad tienen una base sobre cual discutir."
#: ../../docs/about/faq.rst:275
msgid ""
@@ -1168,9 +1201,13 @@ msgid ""
"problems and ideas this way will help the whole community stay focused on "
"improving developer experiences as a whole."
msgstr ""
"Una buena manera de compartir tus ideas y problemas con la comunidad es como "
"un conjunto de acciones de usuario. Explica qué intentas hacer, qué esperas "
"que suceda, y también qué es lo que está ocurriendo realmente. Dividir las "
"ideas y problemas de esta forma ayuda a toda la comunidad a estar más "
"enfocada en mejorar las experiencias de los desarrolladores en general."
#: ../../docs/about/faq.rst:281
#, fuzzy
msgid ""
"Bonus points for bringing screenshots, concrete numbers, test cases, or "
"example projects (if applicable)."
@@ -1640,7 +1677,6 @@ msgid "It can be extended (to have more functions)."
msgstr "Se puede extender (para tener más funciones)."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:39
#, fuzzy
msgid "It can be added to other nodes as a child."
msgstr "Se puede agregar a otros nodos como hijos."
@@ -1694,9 +1730,8 @@ msgstr ""
"forma de árbol). Además, una escena:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:65
#, fuzzy
msgid "always has one root node."
msgstr "Siempre tiene un solo nodo raíz."
msgstr "siempre tiene un solo nodo raíz."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:66
msgid "can be saved to disk and loaded back."
@@ -1771,14 +1806,13 @@ msgstr ""
"editor de Godot:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:101
#, fuzzy
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 "
"begin with a \"Hello World\" message that we'll put on the screen."
msgstr ""
"Como se mencionó anteriormente, hacer juegos en Godot es como estar en una "
"cocina, así que vamos a abrir el frigorífico y agregar algunos nodos nuevos "
"cocina, así que vamos a abrir el refigerador y agregar algunos nodos nuevos "
"al proyecto. Comenzaremos con un mensaje \"¡Hola mundo!\" que pondremos en "
"la pantalla."
@@ -1797,7 +1831,6 @@ msgstr ""
"lista de nodos que se pueden crear:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:115
#, fuzzy
msgid ""
"From there, select the \"Label\" node first. Searching for it is probably "
"the fastest way:"
@@ -1832,13 +1865,12 @@ msgstr ""
"Inspector (panel situado en la esquina inferior derecha)."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:131
#, fuzzy
msgid ""
"The next step will be to change the \"Text\" Property of the label. Let's "
"change it to \"Hello World\":"
msgstr ""
"El siguiente paso será cambiar la propiedad \"Text\" de la etiqueta. Vamos a "
"cambiarlo por \"Hello, World!\":"
"cambiarlo por \"¡Hola Mundo!\":"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:136
msgid ""
@@ -1880,13 +1912,12 @@ msgstr ""
"recursos dentro del juego."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:158
#, fuzzy
msgid ""
"After saving the scene and pressing run scene again, the \"Hello World\" "
"demo should finally execute:"
msgstr ""
"Después de guardar la escena y presionar *reproducir escena* de nuevo, la "
"demo \"Hello, World!\" se ejecutará finalmente:"
"demo \"¡Hola Mundo!\" se ejecutará finalmente:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:163
msgid "Success!"
@@ -2036,7 +2067,6 @@ msgid "In the above picture, Scene B was added to Scene A as an instance."
msgstr "En la imagen anterior, Scene B se añadió a Scene A como una instancia."
#: ../../docs/getting_started/step_by_step/instancing.rst:34
#, fuzzy
msgid "Instancing by example"
msgstr "Instanciar con ejemplos"
@@ -2111,7 +2141,6 @@ msgstr ""
"pantalla:"
#: ../../docs/getting_started/step_by_step/instancing.rst:78
#, fuzzy
msgid "Multiple instances"
msgstr "Instancias múltiples"
@@ -2177,14 +2206,14 @@ msgid "Conclusion"
msgstr "Conclusión"
#: ../../docs/getting_started/step_by_step/instancing.rst:114
#, fuzzy
msgid ""
"Instancing can be useful when you want to create many copies of the same "
"object. It is also possible to create instances in code by using GDScript, "
"see :ref:`doc_scripting_continued`."
msgstr ""
"Instanciar puede ser útil cuando quieres crear muchas copias de un mismo "
"objeto."
"objeto. También es posible crear instancias desde el código usando GDScript, "
"ver :ref:`doc_scripting_continued`."
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:4
msgid "Instancing (continued)"
@@ -3324,7 +3353,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:386
msgid "Register scripts as classes"
msgstr ""
msgstr "Registrar scripts como clases"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:388
msgid ""
@@ -3332,6 +3361,9 @@ msgid ""
"Editor. By default, you can only access unnamed scripts by loading the file "
"directly."
msgstr ""
"Godot tiene una funcionalidad de \"Script Class\" para registrar codigos "
"individuales con el Editor. Por defecto, solo puedes accesar codigos sin "
"nombre cargando el archivo directamente."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:392
msgid ""
@@ -3340,26 +3372,31 @@ msgid ""
"an optional path to an image to use as an icon. You will then find your new "
"type in the Node or Resource creation dialog."
msgstr ""
"Puedes nombrar un script y registrarlo como un tipo en el editor con la "
"palabra clave ``class_name`` seguida por el nombre de la clase. Puedes "
"agregar una coma y una dirección opcional a una imagen para usarla como "
"ícono. De esta forma encontrarás un nuevo tipo en la ventana Node o Resource "
"creation."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:414
#, fuzzy
msgid "In Godot 3.1:"
msgstr "Hola, Godette v3.11"
msgstr "En Godot 3.1:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:416
msgid ""
"Only GDScript and NativeScript, i.e., C++ and other GDNative-powered "
"languages, can register scripts."
msgstr ""
"Únicamente GDScript o NativeScript, en otras palabras, C++ y otros lenguajes "
"basandos en GDNative, pueden registrar scripts."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:417
msgid "Only GDScript creates global variables for each named script."
msgstr ""
msgstr "Únicamente GDScript crea variables globales para cada script nombrado."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:4
#, fuzzy
msgid "Your first game"
msgstr "Tu Primer Juego"
msgstr "Tu primer juego"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:7
#: ../../docs/getting_started/step_by_step/exporting.rst:7
@@ -3443,9 +3480,8 @@ msgstr ""
"> Display -> Window y colocar \"Width\" en 480 y \"Height\" en 720."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:43
#, fuzzy
msgid "Organizing the project"
msgstr "Organización del Proyecto"
msgstr "Organizando el proyecto"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:45
msgid ""
@@ -3465,9 +3501,8 @@ msgstr ""
"carpetas en el Panel de Sistema de Archivos, en la parte superior izquierda:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:56
#, fuzzy
msgid "Player scene"
msgstr "Escenas del jugador"
msgstr "Escena del jugador"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:58
msgid ""
@@ -3480,7 +3515,6 @@ msgstr ""
"manera separada, aún antes de haber creado otras partes del juego."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:63
#, fuzzy
msgid "Node structure"
msgstr "Estructura de nodos"
@@ -3535,9 +3569,8 @@ msgstr ""
"``snake_case`` y las constantes ``ALL_CAPS``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:88
#, fuzzy
msgid "Sprite animation"
msgstr "Animación del Sprite"
msgstr "Animación del sprite"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:90
msgid ""
@@ -3613,9 +3646,8 @@ msgid "When you're finished, your ``Player`` scene should look like this:"
msgstr "Cuando hayas terminado, tu escena ``Player`` debería verse así:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:132
#, fuzzy
msgid "Moving the player"
msgstr "Movimiento del jugador (player)"
msgstr "Movimiento del jugador"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:134
msgid ""
@@ -3820,6 +3852,11 @@ msgid ""
"scene can be closed by clicking ``Output`` (which should be highlighted in "
"blue) in the lower left of the Bottom Panel."
msgstr ""
"Haz click en \"Play Scene\" (``F6``) y verá que puede mover el jugador a lo "
"largo de la pantalla en todas las direcciones. La salida de la consola que "
"se abre encima de la escena en ejecución puede ser cerrada haciendo click en "
"``Output`` (que debería estar resaltado en azul) en la parte inferior "
"izquierda del panel inferior."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:315
msgid ""
@@ -3835,9 +3872,8 @@ msgstr ""
"escena."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:320
#, fuzzy
msgid "Choosing animations"
msgstr "Seleccionar Animaciones"
msgstr "Seleccionar animaciones"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:322
msgid ""
@@ -3861,6 +3897,9 @@ msgid ""
"programmers. Consider this code versus the shortened boolean assignment "
"above:"
msgstr ""
"Las asignaciones booleanas en el código de arriba son una abreviatura para "
"los programadores. Considere este código versus la asignación booleana "
"abreviada de arriba:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:372
msgid ""
@@ -3874,9 +3913,8 @@ msgstr ""
"comience el juego:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:387
#, fuzzy
msgid "Preparing for collisions"
msgstr "Preparar las Colisiones"
msgstr "Preparacion para las colisiones"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:389
msgid ""
@@ -3958,9 +3996,8 @@ msgstr ""
"reiniciarlo cuando comenzamos un juego nuevo."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:475
#, fuzzy
msgid "Enemy scene"
msgstr "Escena del Enemigo"
msgstr "Escena del enemigo"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:477
msgid ""
@@ -4075,9 +4112,8 @@ msgstr ""
"ajustar la propiedad ``Rotation Degrees`` a ``90`` en la sección ``Node2D``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:525
#, fuzzy
msgid "Enemy script"
msgstr "Script del Enemigo"
msgstr "Script del enemigo"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:527
msgid "Add a script to the ``Mob`` and add the following member variables:"
@@ -4135,7 +4171,6 @@ msgid "This completes the `Mob` scene."
msgstr "Esto completa la escena `Mob`."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:607
#, fuzzy
msgid "Main scene"
msgstr "Escena principal"
@@ -4221,9 +4256,8 @@ msgstr ""
"ajusta la propiedad ``Position`` del nodo ``StartPosition`` en ``(250,450)``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:636
#, fuzzy
msgid "Spawning mobs"
msgstr "Agregando Enemigos"
msgstr "Agregando enemigos"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:638
msgid ""
@@ -4282,9 +4316,8 @@ msgstr ""
"y una dirección a lo largo del camino."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:665
#, fuzzy
msgid "Main script"
msgstr "Script Main"
msgstr "Script Principal"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:667
msgid ""
@@ -4699,7 +4732,6 @@ msgstr ""
"seleccionar una escena principal, selecciona ``Main.tscn``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1123
#, fuzzy
msgid "Finishing up"
msgstr "Finalizando"
@@ -4742,7 +4774,6 @@ msgstr ""
"nodo ``Sprite``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1143
#, fuzzy
msgid "Sound effects"
msgstr "Efectos de sonido"
@@ -4855,9 +4886,8 @@ msgstr ""
"de efectos de partículas."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1196
#, fuzzy
msgid "Project files"
msgstr "Archivos de Proyecto"
msgstr "Archivos del Proyecto"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1198
msgid ""
@@ -5002,9 +5032,8 @@ msgstr ""
"nueva versión o tus proyectos exportados podrían no funcionar correctamente."
#: ../../docs/getting_started/step_by_step/exporting.rst:140
#, fuzzy
msgid "Export presets"
msgstr "Exportación de Preajustes"
msgstr "Exportar Preajustes"
#: ../../docs/getting_started/step_by_step/exporting.rst:142
msgid ""
@@ -5052,9 +5081,8 @@ msgstr ""
"ajustes como están."
#: ../../docs/getting_started/step_by_step/exporting.rst:160
#, fuzzy
msgid "Exporting by platform"
msgstr "Exportación por plataforma"
msgstr "Exportando por plataforma"
#: ../../docs/getting_started/step_by_step/exporting.rst:162
msgid ""
@@ -5065,9 +5093,8 @@ msgstr ""
"cualquier software o requisito adicional que necesites."
#: ../../docs/getting_started/step_by_step/exporting.rst:166
#, fuzzy
msgid "PC (Linux/macOS/Windows)"
msgstr "PC (Linux/MacOS/Windows)"
msgstr "PC (Linux/macOS/Windows)"
#: ../../docs/getting_started/step_by_step/exporting.rst:168
msgid ""
@@ -10432,26 +10459,29 @@ msgid ""
"no method for storing information (e.g. a player's score or inventory) that "
"is needed by more than one scene."
msgstr ""
"El sistema de escena de Godot, potente y flexible, tiene una desventaja: no "
"hay un método para almacenar información (por ejemplo, el puntaje del "
"jugador o un inventario) que se necesite en más de una escena."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:13
msgid ""
"It's possible to address this with some workarounds, but they come with "
"their own limitations:"
msgstr ""
"Es posible acceder a esto con una serie de soluciones provisionales, pero "
"éstas traen sus propias limitaciones:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:16
#, fuzzy
msgid ""
"You can use a \"master\" scene that loads and unloads other scenes as its "
"children. However, this means you can no longer run those scenes "
"individually and expect them to work correctly."
msgstr ""
"Si bien es posible que una escena que carga y descarga otras escenas como "
"sus hijas almacene información común a estas escenas hijas, ya no es posible "
"ejecutar estas escenas por sí mismas y esperar que funcionen correctamente."
"Puedes usar una escena \"master\" que cargue y descargue otras escenas como "
"sus hijos. Sin embargo, eso significa que ya no puedas ejecutar esas escenas "
"individualmente y esperar que funcionen correctamente."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:19
#, fuzzy
msgid ""
"Information can be stored to disk in ``user://`` and then loaded by scenes "
"that require it, but frequently saving and loading data is cumbersome and "
@@ -10463,35 +10493,32 @@ msgstr ""
"engorroso y puede ser lento."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:23
#, fuzzy
msgid ""
"The `Singleton Pattern <https://en.wikipedia.org/wiki/Singleton_pattern>`_ "
"is a useful tool for solving the common use case where you need to store "
"persistent information between scenes."
msgstr ""
"Los singletons de escenas son útiles, ya que sirven para un caso de uso "
"común en el que se necesita almacenar información persistente entre escenas."
"El `Singleton Pattern (instancia única) <https://en.wikipedia.org/wiki/"
"Singleton_pattern>`es una herramienta útil para resolver el caso de uso "
"común en el que necesita almacenar información persistente entre escenas."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:27
msgid "Using this concept, you can create objects that:"
msgstr ""
msgstr "Usando este concepto, puede crear objetos que:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:29
#, fuzzy
msgid "Are always loaded, no matter which scene is currently running"
msgstr "Siempre se cargan, sin importar qué escena se abre desde el editor"
msgstr ""
"Siempre se cargan, no importa qué escena se está ejecutando actualmente"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:30
#, fuzzy
msgid "Can store global variables, such as player information"
msgstr ""
"Puede almacenar variables globales, como información del jugador, objetos, "
"dinero, etc. y compartir información entre escenas"
msgstr "Puedes almacenar variables globales, como información del jugador"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:31
#, fuzzy
msgid "Can handle switching scenes and between-scene transitions"
msgstr "Es capaz de cambiar escenas y transiciones"
msgstr "Puedes manejar el cambio de escenas y transiciones entre-escenas"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:32
#, fuzzy
@@ -10512,27 +10539,31 @@ msgid "AutoLoad"
msgstr "AutoLoad"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:39
#, fuzzy
msgid ""
"You can use AutoLoad to load a scene or a script that inherits from :ref:"
"`Node <class_Node>`. Note: when autoloading a script, a Node will be created "
"and the script will be attached to it. This node will be added to the root "
"viewport before any other scenes are loaded."
msgstr ""
"Se puede usar AutoLoad para cargar una escena, o un script que hereda desde "
"un Nodo (se creará un nodo y el script se situará en éste)."
"Puedes usar AutoLoad para cargar una escena o un script que hereda desde un "
"Nodo (se creará un nodo y el script se situará en éste)."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:46
msgid ""
"To autoload a scene or script, select ``Project -> Project Settings`` from "
"the menu and switch to the \"AutoLoad\" tab."
msgstr ""
"Para cargar automáticamente una escena o un script, seleccione ``Project -> "
"Project Settings`` desde el menú y cambie a la pestaña \"AutoLoad\"."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:51
msgid ""
"Here you can add any number of scenes or scripts. Each entry in the list "
"requires a name, which assigned as the node's ``name`` property."
msgstr ""
"Aquí puede agregar la cantidad de scenas o scripts que quiera. Cada entrada "
"en esta lista requiere un nombre, que es asignado como la propiedad ``name`` "
"del nodo."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:56
#, fuzzy
@@ -10553,13 +10584,16 @@ msgid ""
"any other node in the scene tree. In fact, if you look at the running scene "
"tree, you'll see the autoloaded nodes appear:"
msgstr ""
"Note que los objetos de cargado automático (scripts y/o escenas) son "
"accedidos como a cualquier otro nodo en el árbol de escena. De hecho, si "
"mira el árbol de escena en ejecución, verá que los nodos de cargado "
"automático aparecen:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:88
msgid "Custom scene switcher"
msgstr "Conmutador de escenas personalizado"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:90
#, fuzzy
msgid ""
"This tutorial will demonstrate building a scene switcher using autoload. For "
"basic scene switching, you can use the :ref:`SceneTree.change_scene() "
@@ -10567,20 +10601,20 @@ msgid ""
"details). However, if you need more complex behavior when changing scenes, "
"this method provides more functionality."
msgstr ""
"Este breve tutorial explicará cómo hacer un conmutador de escenas usando "
"autoload. Para un simple cambio de escena, el método :ref:`SceneTree."
"change_scene() <class_SceneTree_change_scene>` es suficiente (descrito en :"
"ref:`doc_scene_tree`), por lo que este método es para un comportamiento más "
"complejo al cambiar entre escenas."
"Este tutorial mostrará cómo construir un conmutador de escenas usando la "
"carga automática. Para el cambio de escenas basico, puedes usar el metodo :"
"ref:`SceneTree.change_scene() <class_SceneTree_change_scene>` (mira :ref:"
"`doc_scene_tree` para detalles), Sin embargo, sí tu necesitas un "
"comportamiento mas complejo al cambiar de escena, este método proporciona "
"más funcionalidad."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:96
#, fuzzy
msgid ""
"To begin, download the template from here: :download:`autoload.zip <files/"
"autoload.zip>` and open it in Godot."
msgstr ""
"Primero descarga la plantilla desde a: :download:`autoload.zip <files/"
"autoload.zip>`, luego ábrela."
"Para comenzar, descarga el templae desde aquí: :download:`autoload.zip "
"<files/autoload.zip>`, y ábrelo en Godot."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:99
msgid ""
@@ -10589,6 +10623,10 @@ msgid ""
"``pressed()`` signal connected. When you run the project, it starts in "
"``Scene1.tscn``. However, pressing the button does nothing."
msgstr ""
"El proyecto contiene dos escenas: ``Scene1.tscn`` y ``Scene2.tscn``. Cada "
"escena contiene una etiqueta mostrando el nombre de la escena y un botón con "
"su señal ``pressed()` conectada. Cuando ejecutes el proyecto, este comienza "
"en ``Scene1.tscn``. Sin embargo, presionar el botón no hace nada."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:105
#, fuzzy
@@ -10600,31 +10638,31 @@ msgid ""
"Switch to the \"Script\" tab and create a new script called Global.gd. Make "
"sure it inherits from ``Node``:"
msgstr ""
"Cambie a la pestaña \"Script\" y cree un nuevo script llamado Global.gd. "
"Asegúrese de que esté heredado de ``Node``:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:112
#, fuzzy
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."
"gd``. Press \"Add\" to add it to the autoload list:"
msgstr ""
"El script debería abrirse en el editor de scripts. El siguiente paso es "
"añadirlo a la lista AutoLoad. Selecciona Proyecto > Ajustes del proyecto en "
"el menú, ve a la pestaña AutoLoad y añade una nueva entrada con el nombre "
"\"global\" que apunte a este archivo:"
"El siguiente paaso es añadir este script en la lista de autoLoad. Selecciona "
"Proyecto > Ajustes del proyecto en el menú, ve a la pestaña AutoLoad y "
"selecciona el script haciendo click en el ``..`` botón o escribiendo su "
"ruta: ``res://Global.gd``. Presiona \"Añadir\" para añadirlo en la lista "
"autoLoad:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:119
#, fuzzy
msgid ""
"Now whenever we run any scene in the project, this script will always be "
"loaded."
msgstr ""
"Ahora, cada vez que se ejecute cualquiera de las escenas, el script siempre "
"estará cargado."
"Ahora, cada vez que se ejecute cualquiera de las escenas en el proyecto, el "
"script siempre estará cargado."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:121
#, fuzzy
msgid ""
"Returning to the script, it needs to fetch the current scene in the "
"`_ready()` function. Both the current scene (the one with the button) and "
@@ -10632,21 +10670,20 @@ msgid ""
"This means that the last child of root is always the loaded scene."
msgstr ""
"Volviendo a nuestro script, la escena actual necesita ser recuperada en la "
"función `_ready()`. Tanto la escena actual como `global.gd` son hijos de "
"root, pero los nodos autocargados son siempre los primeros. Esto significa "
"que el último hijo de root es siempre la escena cargada."
"función `_ready()`. Tanto la escena actual (el que tiene el botón) como "
"`global.gd` son hijos de root, pero los nodos autocargados son siempre los "
"primeros. Esto significa que el último hijo de root es siempre la escena "
"cargada."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:153
#, fuzzy
msgid ""
"Now we need a function for changing the scene. This function needs to free "
"the current scene and replace it with the requested one."
msgstr ""
"La siguiente es la función para cambiar la escena. Esta función libera la "
"escena actual y la reemplaza por la solicitada."
"Ahora necesitamos una función para cambiar la escena. Esta función necesita "
"liberar la escena actual y reemplazarla con la solicitada."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:222
#, fuzzy
msgid ""
"As mentioned in the comments above, we need to avoid the situation of "
"deleting the current scene while it is still being used (i.e. its code is "
@@ -10655,21 +10692,19 @@ msgid ""
"the second function will run at a later time when any code from the current "
"scene has completed."
msgstr ""
"Como se ha mencionado anteriormente, queremos evitar la situación de tener "
"la escena actual eliminada mientras está siendo utilizada (código de las "
"funciones de ejecución), por lo que se necesita usar :ref:`Object."
"Como se ha mencionado anteriormente, necesitamos evitar la situación de "
"eliminar la escena actual mientras se está utilizando(i.e. su código todavía "
"se está ejecutando), por lo que es necesario usar :ref:`Object."
"call_deferred() <class_Object_call_deferred>` en este punto. El resultado es "
"que la ejecución de los comandos en la segunda función ocurrirá en un "
"momento posterior cuando no se esté ejecutando ningún código de la escena "
"actual."
"que la segunda función se ejecutará en un momento posterior cuando se haya "
"completado cualquier código de la escena actual."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:228
#, fuzzy
msgid ""
"Finally, we need to fill the empty callback functions in the two scenes:"
msgstr ""
"Finalmente, lo único que falta es completar las funciones vacías en scene_a."
"gd y scene_b.gd:"
"Finalmente, necesitamos llenar el vació de las funciones llamadas en las dos "
"escenas:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:248
#: ../../docs/tutorials/math/vector_math.rst:276
@@ -10678,13 +10713,12 @@ msgid "and"
msgstr "y"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:268
#, fuzzy
msgid ""
"Run the project and test that you can switch between scenes by pressing the "
"button!"
msgstr ""
"Ahora, si ejecutas el proyecto ¡puedes cambiar entre ambas escenas pulsando "
"el botón!"
"Ejecuta el proyecto y prueba que puedes cambiar entre escenas presionando el "
"botón!"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:271
msgid ""
@@ -10693,6 +10727,10 @@ msgid ""
"appear. To learn how to handle this, see the next tutorial: :ref:"
"`doc_background_loading`"
msgstr ""
"Nota: Cuando las escenas son pequeñas, la transición es instantánea. Sin "
"embargo, sí tus escenas son más complejas, pueden tardar un tiempo "
"considerable en aparecer. Para aprender cómo solucionar esto, mire el "
"siguiente tutorial: :ref:`doc_background_loading`"
#: ../../docs/getting_started/editor/index.rst:2
msgid "Editor manual"
@@ -12584,13 +12622,12 @@ msgid "NodePath or StringName"
msgstr "Ruta del nodo o nombre"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:315
#, fuzzy
msgid "``$NodePath``"
msgstr "Ruta del nodo"
msgstr "``$NodePath``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:315
msgid "Shorthand for ``get_node(\"NodePath\")``"
msgstr ""
msgstr "Abreviatura para ``get_node(\"NodePath\")``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:319
msgid "Comments"
@@ -13396,6 +13433,10 @@ msgid ""
"reference them using the file's path, using either a relative or an absolute "
"path. For example, if you name a script file ``character.gd``"
msgstr ""
"Por defecto, todos los archivos script son clases sin nombre. En este caso, "
"usted puede hacer referencia a ellos usando la dirección del archivo, o bien "
"usando una dirección absoluta o relativa. Por ejemplo, si nombra un archivo "
"script ``character.gd``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:892
msgid ""
@@ -17359,7 +17400,7 @@ msgstr "end"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:155
msgid "End"
msgstr "End"
msgstr "Fin"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:163
msgid "get_area()"
@@ -48362,7 +48403,7 @@ msgstr ""
#: ../../docs/tutorials/gui/custom_gui_controls.rst:112
#: ../../docs/tutorials/viewports/viewports.rst:38
msgid "Input"
msgstr ""
msgstr "Entrada"
#: ../../docs/tutorials/gui/custom_gui_controls.rst:114
msgid ""
@@ -48981,7 +49022,7 @@ msgstr ""
#: ../../docs/tutorials/viewports/viewports.rst:128
msgid "Capture"
msgstr ""
msgstr "Captura"
#: ../../docs/tutorials/viewports/viewports.rst:130
msgid ""
@@ -53396,9 +53437,8 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:136
#, fuzzy
msgid "fragColor"
msgstr "Color"
msgstr "fragColor"
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:138
msgid "fragCoord"

View File

@@ -2,12 +2,14 @@
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
#
# Alvaro Antonio Baena Rubio <aabaenar@gmail.com>, 2018.
# Api Api dev <apidev1@hotmail.com>, 2018.
# jacobopus <chess.coach.ar@gmail.com>, 2018.
# Javier Elias Barrón López <isc.jbarron@gmail.com>, 2018.
# Javier Ocampos <xavier.ocampos@gmail.com>, 2018.
# Jonatan David Orozco Cantillo <jonorozcoc@gmail.com>, 2018.
# Jose Ernesto Sanchez Altamiran <josernesto.s@gmail.com>, 2018.
# Kisetsu 0w0 <plasticdoll9@gmail.com>, 2018.
# Lukas <crakernet0@gmail.com>, 2018.
# Ricardo Illescas <riktothepast@gmail.com>, 2018.
#
@@ -16,7 +18,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-09-08 19:26+0000\n"
"PO-Revision-Date: 2018-10-21 00:43+0000\n"
"Last-Translator: Api Api dev <apidev1@hotmail.com>\n"
"Language-Team: Spanish (Mexico) <https://hosted.weblate.org/projects/godot-"
"engine/godot-docs/es_MX/>\n"
@@ -25,7 +27,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 3.2-dev\n"
"X-Generator: Weblate 3.3-dev\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
@@ -3722,12 +3724,22 @@ msgid ""
"we will use the default events that are assigned to the arrow keys on the "
"keyboard."
msgstr ""
"Primero, necesitamos verificar la entrada - ¿el jugador está presionando una "
"tecla? Para este juego, tenemos 4 entradas de dirección para verificar. Las "
"acciones de entrada se definen en la Configuración del proyecto en \"Mapa de "
"entrada\". Puede definir eventos personalizados y asignar diferentes teclas, "
"eventos de mouse u otras entradas a ellos. Para esta demostración, "
"utilizaremos los eventos predeterminados que están asignados a las teclas de "
"flecha en el teclado."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:213
msgid ""
"You can detect whether a key is pressed using ``Input.is_action_pressed()``, "
"which returns ``true`` if it is pressed or ``false`` if it isn't."
msgstr ""
"Puede detectar si se presiona una tecla usando ``Input."
"is_action_pressed()``, que devuelve `` true`` si se presiona o ``false`` si "
"no lo está."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:266
msgid ""
@@ -3737,6 +3749,12 @@ msgid ""
"we're adding a horizontal and a vertical movement, the player would move "
"*faster* than if it just moved horizontally."
msgstr ""
"Comprobamos cada entrada y agregamos /sustraer de la ``velocidad`` para "
"obtener una dirección total. Por ejemplo, si mantienes ``right`` y ``down`` "
"al mismo tiempo, el vector resultante ``velocity`` será ``(1, 1) ``. En este "
"caso, dado que estamos agregando un movimiento horizontal y uno vertical, el "
"jugador se movería *más rápido* que si simplemente se moviera "
"horizontalmente."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:272
msgid ""
@@ -3744,6 +3762,9 @@ msgid ""
"*length* to ``1``, and multiply by the desired speed. This means no more "
"fast diagonal movement."
msgstr ""
"Podemos evitar eso si *normalizamos* la velocidad, lo que significa que "
"establecemos *longitud* en ``1``, y multiplicamos por la velocidad deseada. "
"Esto significa que no hay más movimiento diagonal rápido."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:276
msgid ""
@@ -3751,12 +3772,17 @@ msgid ""
"explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to "
"know but won't be necessary for the rest of this tutorial."
msgstr ""
"Si nunca antes usó matemáticas vectoriales, o necesita un repaso, puede ver "
"una explicación del uso del vector en Godot en :ref:`doc_vector_math`. Es "
"bueno saberlo, pero no será necesario para el resto de este tutorial."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:280
msgid ""
"We also check whether the player is moving so we can start or stop the "
"AnimatedSprite animation."
msgstr ""
"También verificamos si el jugador se mueve para que podamos comenzar o "
"detener la animación AnimatedSprite."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:283
msgid ""
@@ -3764,6 +3790,9 @@ msgid ""
"``null`` if the node is not found. Since AnimatedSprite is a child of the "
"current node, we can use ``$AnimatedSprite``."
msgstr ""
"``$`` devuelve el nodo en la ruta relativa desde este nodo, o devuelve "
"``null`` si no se encuentra el nodo. Como AnimatedSprite es un elemento "
"secundario del nodo actual, podemos usar ``$AnimatedSprite``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:286
msgid ""
@@ -3771,6 +3800,9 @@ msgid ""
"$AnimatedSprite.play()`` is the same as ``get_node(\"AnimatedSprite\")."
"play()``."
msgstr ""
"``$`` es una abreviatura de ``get_node()``. Entonces, en el código anterior, "
"``$AnimatedSprite.play()`` es lo mismo que ``get_node(\"AnimatedSprite\")."
"play()``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:289
msgid ""
@@ -3778,10 +3810,14 @@ msgid ""
"and use ``clamp()`` to prevent it from leaving the screen by adding the "
"following to the bottom of the ``_process`` function:"
msgstr ""
"Ahora que tenemos una dirección de movimiento, podemos actualizar la "
"posición de ``Player``'s y usar ``clamp()`` para evitar que salga de la "
"pantalla añadiendo lo siguiente a la parte inferior de la función "
"``_process`:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:309
msgid "*Clamping* a value means restricting it to a given range."
msgstr ""
msgstr "*Sujeción* un valor significa restringirlo a un rango dado."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:311
msgid ""
@@ -3790,6 +3826,11 @@ msgid ""
"scene can be closed by clicking ``Output`` (which should be highlighted in "
"blue) in the lower left of the Bottom Panel."
msgstr ""
"Haga clic en \"Reproducir escena\" (``F6``) y confirme que se puede mover el "
"jugador por la pantalla en todas las direcciones. La salida de la consola "
"que se abre al reproducir la escena se puede cerrar haciendo clic en "
"``Output`` (que debe resaltarse en azul) en la parte inferior izquierda del "
"Panel inferior."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:315
msgid ""
@@ -3798,10 +3839,15 @@ msgid ""
"are case-sensitive and ``$NodeName`` or ``get_node(\"NodeName\")`` must "
"match the name you see in the scene tree."
msgstr ""
"Si tienes un error en el \"Depurador\" el panel se refiere a una \"instancia "
"nula\" esto puede significar que en nodo fue nombrado erróneamente. El "
"nombre del nodo es sensible a las mayúsculas y las minúsculas y "
"\"$NombreDelNodo\" o get_node(\"NombreDelNodo\") debe coincidir con el "
"nombre que ve en el árbol de la escena."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:320
msgid "Choosing animations"
msgstr ""
msgstr "Eligiendo animaciones"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:322
msgid ""
@@ -3812,6 +3858,13 @@ msgid ""
"``flip_v`` for downward movement. Let's place this code at the end of our "
"``_process()`` function:"
msgstr ""
"Ahora que el jugador puede moverse, nosotros necesitamos cambiar qué "
"animación está reproduciendo la función AnimatedSprite en función de la "
"dirección. Tenemos una animación \"derecha\", que debe voltearse "
"horizontalmente con la propiedad ``flip_h`` para el movimiento hacia la "
"izquierda, y una animación \"hacia arriba\", que debe voltearse "
"verticalmente con ``flip_v`` para el movimiento hacia abajo. Coloquemos este "
"código al final de nuestra función ``_process()``:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:353
msgid ""
@@ -3819,6 +3872,9 @@ msgid ""
"programmers. Consider this code versus the shortened boolean assignment "
"above:"
msgstr ""
"Las asignaciones booleanas en el código anterior son una abreviatura común "
"para los programadores. Considere este código frente a la asignación "
"booleana acortada anterior:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:372
msgid ""
@@ -3826,10 +3882,14 @@ msgid ""
"the directions. When you're sure the movement is working correctly, add this "
"line to ``_ready()`` so the player will be hidden when the game starts:"
msgstr ""
"Corra la escena y verifique que las animaciones sean correctas en cada una "
"de las direcciones. Cuando estés seguro de que el movimiento está "
"funcionando correctamente, agrega esta línea a ``_ready()`` para que el "
"jugador esté oculto cuando comience el juego:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:387
msgid "Preparing for collisions"
msgstr ""
msgstr "Preparando para colisiones"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:389
msgid ""
@@ -3837,10 +3897,15 @@ msgid ""
"any enemies yet! That's OK, because we're going to use Godot's *signal* "
"functionality to make it work."
msgstr ""
"Queremos que ``Player`` detecte cuándo es golpeado por un enemigo, ¡pero aún "
"no hemos creado ningún enemigo! Eso está bien, porque vamos a utilizar la "
"funcionalidad *señal* de Godot para que funcione."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:393
msgid "Add the following at the top of the script, after ``extends Area2d``:"
msgstr ""
"Agregue lo siguiente en la parte superior del script, después de ``extends "
"Area2d``:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:405
msgid ""
@@ -3849,6 +3914,11 @@ msgid ""
"detect the collision. Select the ``Player`` node and click the \"Node\" tab "
"next to the Inspector tab to see the list of signals the player can emit:"
msgstr ""
"Esto define una señal personalizada llamada \"golpe\" que haremos que "
"nuestro jugador emita (envíe), cuando choca con un enemigo. Usaremos "
"``Area2D`` para detectar la colisión. Seleccione el nodo ``Player`` y haga "
"clic en la pestaña \"Nodo\" junto a la pestaña Inspector para ver la lista "
"de señales que el jugador puede emitir:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:412
msgid ""
@@ -3860,6 +3930,13 @@ msgid ""
"automatically create a function called ``_on_Player_body_entered`` in your "
"player's script."
msgstr ""
"¡Note que nuestra señal personalizada de \"golpe\" también está ahí! Ya que "
"nuestros enemigos serán nodos ``RigidBody2D``, queremos la señal "
"``body_entered(Object body)``, esto se emitirá cuando un cuerpo entra en "
"contacto con el jugador. Haga clic en \"Conectar ...\" y luego en \"Conectar"
"\" nuevamente en la ventana \"Señal de conexión\". No necesitamos cambiar "
"ninguna de estas configuraciones: Godot creará automáticamente una función "
"llamada ``_on_Player_body_entered`` en el script de tu jugador."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:420
msgid ""
@@ -3867,10 +3944,13 @@ msgid ""
"you can also give the name of an existing function that you want to link the "
"signal to."
msgstr ""
"Al conectar una señal, en lugar de hacer que Godot cree una función para "
"usted, también puede dar el nombre de una función existente a la que desea "
"vincular la señal."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:424
msgid "Add this code to the function:"
msgstr ""
msgstr "Agregue este código a la función:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:447
msgid ""
@@ -3878,16 +3958,21 @@ msgid ""
"turning it off, we make sure we don't trigger the ``hit`` signal more than "
"once."
msgstr ""
"Deshabilitar la forma de colisión del área significa que no detectará "
"colisiones. Al apagarlo, nos aseguramos de que no activemos la señal ``hit`` "
"más de una vez."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:452
msgid ""
"The last piece for our player is to add a function we can call to reset the "
"player when starting a new game."
msgstr ""
"La última pieza para nuestro jugador es agregar una función a la que podamos "
"llamar para reiniciar el jugador al iniciar un nuevo juego."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:475
msgid "Enemy scene"
msgstr ""
msgstr "Escena enemiga"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:477
msgid ""
@@ -3896,12 +3981,19 @@ msgid ""
"the screen and move in a random direction in a straight line, then despawn "
"when they go offscreen."
msgstr ""
"Ahora es el momento de hacer que los enemigos que nuestro jugador tendrá que "
"esquivar. Su comportamiento no será muy complejo: la pandilla o muchedumbre "
"(mobs) aparecerán aleatoriamente en los bordes de la pantalla y se moverán "
"en una dirección aleatoria en línea recta, luego desaparecerán cuando salgan "
"de la pantalla."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:482
msgid ""
"We will build this into a ``Mob`` scene, which we can then *instance* to "
"create any number of independent mobs in the game."
msgstr ""
"Construiremos esto en una escena ``Mob``, que luego podemos *instanciar* "
"para crear cualquier número de mobs independientes en el juego."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:486
msgid "Node setup"
@@ -3910,34 +4002,39 @@ msgstr "Configuración del nodo"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:488
msgid "Click Scene -> New Scene and we'll create the Mob."
msgstr ""
"Haga clic en Escena -> Nueva escena y crearemos la pandilla o muchedumbre."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:490
msgid "The Mob scene will use the following nodes:"
msgstr ""
msgstr "La escena de la pandilla utilizará los siguientes nodos:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:492
msgid ":ref:`RigidBody2D <class_RigidBody2D>` (named ``Mob``)"
msgstr ""
msgstr ":ref:`RigidBody2D <class_RigidBody2D>` (llamado ``Mob``)"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:494
msgid ":ref:`AnimatedSprite <class_AnimatedSprite>`"
msgstr ""
msgstr ":ref:`AnimatedSprite <class_AnimatedSprite>`"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:495
msgid ":ref:`CollisionShape2D <class_CollisionShape2D>`"
msgstr ""
msgstr ":ref:`CollisionShape2D <class_CollisionShape2D>`"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:496
msgid ""
":ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>` (named "
"``Visibility``)"
msgstr ""
":ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>` (llamado "
"``Visibility``)"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:498
msgid ""
"Don't forget to set the children so they can't be selected, like you did "
"with the Player scene."
msgstr ""
"No olvide configurar los nodos hijos para que no puedan ser seleccionados, "
"como hizo con la escena Player (Reproductor)."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:501
msgid ""
@@ -3946,6 +4043,11 @@ msgid ""
"``PhysicsBody2D`` section, click the ``Mask`` property and uncheck the first "
"box. This will ensure the mobs do not collide with each other."
msgstr ""
"En las propiedades :ref: `RigidBody2D <class_RigidBody2D>` configure "
"``Gravity Scale`` a ``0``, para que, turba, gentío, muchedumbre no caiga "
"hacia abajo. Además, en la sección `` PhysicsBody2D``, haz clic en la "
"propiedad `` Mask`` y desmarca la primera casilla. Esto asegurará que las "
"turbas no colisionen entre sí."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:508
msgid ""
@@ -14927,14 +15029,12 @@ msgid "shape key animation"
msgstr "Animación de Sprite"
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:7
#, fuzzy
msgid "light animation"
msgstr "Animación de Sprite"
msgstr "Animación de luz (iluminación)"
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:8
#, fuzzy
msgid "camera animation"
msgstr "Animación de Sprite"
msgstr "Animación de cámara"
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:11
msgid "Multiple Actions For Single Object"

View File

@@ -4,14 +4,15 @@
#
# Amir Hossein Mafi <theotheramir@gmail.com>, 2018.
# Dante Marshal <Marshal.Devilhunter@gmail.com>, 2018.
# salman arab ameri <fanus84@yahoo.com>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-06-09 01:41+0000\n"
"Last-Translator: Amir Hossein Mafi <theotheramir@gmail.com>\n"
"PO-Revision-Date: 2018-10-17 06:34+0000\n"
"Last-Translator: salman arab ameri <fanus84@yahoo.com>\n"
"Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/fa/>\n"
"Language: fa\n"
@@ -19,7 +20,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 3.0\n"
"X-Generator: Weblate 3.2.1\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
@@ -110,7 +111,7 @@ msgstr "توسعه"
#: ../../docs/index.rst:99
msgid "Creating Content"
msgstr ""
msgstr "تولید محتوا"
#: ../../docs/index.rst:107 ../../docs/community/index.rst:2
msgid "Community"

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60066
weblate/hi.po Normal file

File diff suppressed because it is too large Load Diff

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View File

@@ -4,6 +4,8 @@
#
# Hidetsugu Takahashi <manzyun@gmail.com>, 2018.
# Kazuki Miyanishi <mozukichi.0807@gmail.com>, 2018.
# Nathan Lovato <nathan.lovato.art@gmail.com>, 2018.
# nyanode <akaruooyagi@yahoo.co.jp>, 2018.
# yu tang <0011solo@gmail.com>, 2018.
# zukkun <zukkun@gmail.com>, 2018.
#
@@ -12,8 +14,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-08-28 08:40+0000\n"
"Last-Translator: Kazuki Miyanishi <mozukichi.0807@gmail.com>\n"
"PO-Revision-Date: 2018-10-17 05:31+0000\n"
"Last-Translator: Hidetsugu Takahashi <manzyun@gmail.com>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ja/>\n"
"Language: ja\n"
@@ -21,7 +23,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 3.2-dev\n"
"X-Generator: Weblate 3.2.1\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
@@ -33,7 +35,7 @@ msgid ""
"documentation of the current **stable** branch? `Have a look here <http://"
"docs.godotengine.org/en/stable>`_."
msgstr ""
"このドキュメントは安定版ではないブランチmasterのものです。**安定版** をお"
"このドキュメントは安定版ではないmasterブランチのものです。**安定版** をお"
"探しの場合は `こちら <http://docs.godotengine.org/en/stable>`_ をご覧くださ"
"い。"
@@ -45,6 +47,9 @@ msgid ""
"<doc_about_intro>` to get an overview of what this documentation has to "
"offer."
msgstr ""
"フリーでオープンソースでコミュニティ駆動の2D/3Dゲームエンジン Godot Engine の"
"公式ドキュメントへようこそ!このドキュメントが初めての方は、 このドキュメント"
"の概要を知るために、:ref:`導入 <doc_about_intro>` を読むことをお勧めします。"
#: ../../docs/index.rst:18
msgid ""
@@ -52,6 +57,8 @@ msgid ""
"the documentation for your topic of interest. You can also use the search "
"function in the top left corner."
msgstr ""
"下記の目次とサイドバーから、関心のあるトピックにすぐアクセスすることができま"
"す。また、左上の検索機能を利用することも出来ます。"
#: ../../docs/index.rst:22
msgid ""
@@ -61,6 +68,11 @@ msgid ""
"something, or cannot find what you are looking for in the docs, help us make "
"the documentation better by letting us know!"
msgstr ""
"Godot Engineは有志のコミュニティによって開発されたオープンソースプロジェクト"
"です。このドキュメントチームはあなたのフィードバックを常に使い、チュートリア"
"ルやクラスリファレンスの改善に役立てることができます。もし、何かを理解できな"
"い、またはあなたが探しているものがドキュメントで見つからない場合は、我々に教"
"えてください!"
#: ../../docs/index.rst:29
msgid ""
@@ -71,11 +83,18 @@ msgid ""
"<https://discord.gg/zH7NUgz>`_, or the ``#godotengine-doc`` channel on `irc."
"freenode.net <http://webchat.freenode.net/?channels=#godotengine-doc>`_!"
msgstr ""
"`GitHub リポジトリ <https://github.com/godotengine/godot-docs/issues>`_にイ"
"シューを投稿またはプルリクエストをするか、あなたが使用する言語に`ドキュメント"
"を翻訳 <https://hosted.weblate.org/engage/godot-engine/>`_するのを手伝ってく"
"ださい。もしくは、`Discord <https://discord.gg/zH7NUgz>`_の``#documentation``"
"チャンネルか`irc.freenode.net <http://webchat.freenode.net/?"
"channels=#godotengine-doc>`_の``#godotengine-doc``チャンネルで私たちと議論し"
"てください!"
#: ../../docs/index.rst:43
msgid ""
"The main documentation for the site is organized into the following sections:"
msgstr ""
msgstr "このサイトの主なドキュメントは次のセクションから構成されています。"
#: ../../docs/index.rst:45 ../../docs/community/resources.rst:9
msgid "General"
@@ -95,7 +114,7 @@ msgstr "開発"
#: ../../docs/index.rst:99
msgid "Creating Content"
msgstr ""
msgstr "コンテンツの作成"
#: ../../docs/index.rst:107 ../../docs/community/index.rst:2
msgid "Community"
@@ -106,7 +125,7 @@ msgstr "コミュニティ"
#: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:7
#: ../../docs/development/cpp/variant_class.rst:7
msgid "About"
msgstr ""
msgstr "概要"
#: ../../docs/about/introduction.rst:4
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:7
@@ -173,10 +192,10 @@ msgid ""
"will find a powerful yet user-friendly tool that you can use to develop any "
"kind of game, for any platform and with no usage restriction whatsoever."
msgstr ""
"コミュニティ開発の無料でオープンソースの2D3Dゲームエンジン、Godot Engine の"
"公式ドキュメントにようこそ! Behind this mouthful, あなたはたくさんのプラッ"
"トフォームで同じように動作する、パワフルでユーザーフレンドリーなゲームエンジ"
"ンをお探しでしょう。"
"コミュニティ開発の無料でオープンソースの2D/3Dゲームエンジン、Godot Engine の"
"公式ドキュメントにようこそ! この長い言葉の背後に、どんな使用制限も無い、い"
"くつかのプラットフォームを対象とした様々なジャンルのゲームを作ることが出来る"
"パワフルでユーザーフレンドリーなゲームエンジンを知ることになるでしょう。"
#: ../../docs/about/introduction.rst:16
msgid ""
@@ -184,6 +203,7 @@ msgid ""
"contents of this documentation, so that you know where to start if you are a "
"beginner or where to look if you need info on a specific feature."
msgstr ""
"このページでは、Godotエンジンの機能紹介とゲーム作りの始め方を提供します。"
#: ../../docs/about/introduction.rst:21
msgid "About Godot Engine"
@@ -214,7 +234,6 @@ msgstr ""
"iOS、WebベースHTML5環境に出力できます。"
#: ../../docs/about/introduction.rst:34
#, fuzzy
msgid ""
"Godot is completely free and open source under the permissive MIT license. "
"No strings attached, no royalties, nothing. Users' games are theirs, down to "
@@ -224,10 +243,11 @@ msgid ""
"sfconservancy.org>`_ not-for-profit."
msgstr ""
"Godot はMITライセンスの下、完全に自由でオープンソースです。ユーザーの製作した"
"ゲームには文字列を追加しませんし、利用料を請求することもありません。Godot は"
"自主的なコミュニティによって開発されており、ユーザーにはGodotエンジンをの開発"
"を助けてくださることを期待します。Godotは非営利団体 `Software Freedom "
"Conservancy <https://sfconservancy.org>`_ によってサポートされております。"
"ゲームには利用に関して特に制限はありませんし、利用料を請求することもありませ"
"ん。Godot は自主的なコミュニティによって開発されており、ユーザーにはGodotエン"
"ジンをの開発を助けてくださることを期待します。Godotは非営利団体 `Software "
"Freedom Conservancy <https://sfconservancy.org>`_ によってサポートされており"
"ます。"
#: ../../docs/about/introduction.rst:41
msgid ""
@@ -295,6 +315,8 @@ msgid ""
"unbalanced distribution of contents but the way it is split up should be "
"relatively intuitive:"
msgstr ""
"このドキュメントはとても偏った5つのセクションから構成されていますが、それは比"
"較的直感的に分割されています。"
#: ../../docs/about/introduction.rst:72
msgid ""
@@ -302,6 +324,8 @@ msgid ""
"information about the engine, its history, its licensing, authors, etc. It "
"also contains the :ref:`doc_faq`."
msgstr ""
":ref:`sec-general` セクションは、歴史、ライセンス、作者などのゲームエンジンの"
"概要と同様の紹介をしています。また、:ref:`doc_faq` も含んでいます。"
#: ../../docs/about/introduction.rst:75
msgid ""
@@ -310,12 +334,19 @@ msgid ""
"engine to make games. It starts with the :ref:`Step by step <toc-learn-"
"step_by_step>` tutorial which should be the entry point for all new users."
msgstr ""
":ref:`sec-learn` セクションは、このドキュメントの主な *存在意義* です。エンジ"
"ンを使ってゲームを作るのに必要なすべての情報が入っているからです。それは、:"
"ref:`ステップバイステップ <toc-learn-step_by_step>` チュートリアルから始ま"
"り、このチュートリアルは、すべての新規ユーザーのための入り口です。"
#: ../../docs/about/introduction.rst:80
msgid ""
"The :ref:`sec-tutorials` section, on the other hand, can be read as needed, "
"in any order. It contains many feature-specific tutorials and documentations."
msgstr ""
"一方、:ref:`sec-tutorials` セクションは、好きな順番で必要に応じて読むことがで"
"きます。これには、多くの機能固有のチュートリアルとドキュメントが含まれていま"
"す。"
#: ../../docs/about/introduction.rst:82
msgid ""
@@ -323,6 +354,9 @@ msgid ""
"to the engine development, with information on compiling the engine, "
"developing C++ modules or editor plugins."
msgstr ""
":ref:`sec-devel` セクションは、エンジンのコンパイル、C++モジュールまたはエ"
"ディタプラグインの開発に関する情報とともに、高度なユーザーとエンジン開発者の"
"貢献者を対象としています。"
#: ../../docs/about/introduction.rst:85
msgid ""
@@ -332,6 +366,11 @@ msgid ""
"channels like IRC and Discord and contains a list of recommended third-party "
"tutorials outside of this documentation."
msgstr ""
":ref:`sec-community` は、エンジン開発に貢献し、そのコミュニティの活動に関連す"
"る情報を提供します。 バグの報告方法、ドキュメントを手助けする方法などが含まれ"
"ています。また、IRC や Discord などのさまざまなコミュニティチャネルを指し、こ"
"のドキュメント外で推奨されるサードパーティのチュートリアルのリストも含まれて"
"います。"
#: ../../docs/about/introduction.rst:90
msgid ""
@@ -341,6 +380,10 @@ msgid ""
"the generated files of the documentation are not meant to be modified. See :"
"ref:`doc_updating_the_class_reference` for details."
msgstr ""
"最後に、 :ref:`sec-class-ref` はGodot APIについてのドキュメントです。これは"
"ゲームエンジンのスクリプトエディタに直接利用できます。それはメインソースリポ"
"ジトリのファイルから自動的に生成されるため、ドキュメントのファイルは編集でき"
"ません。詳しくは :ref:`doc_updating_the_class_reference` を御覧ください。"
#: ../../docs/about/introduction.rst:96
msgid ""
@@ -351,17 +394,19 @@ msgstr ""
#: ../../docs/about/introduction.rst:99
msgid "Have fun reading and making games with Godot Engine!"
msgstr ""
msgstr "楽しんでこのドキュメントを読んでGodot Engineでのゲーム開発を"
#: ../../docs/about/faq.rst:4
#: ../../docs/tutorials/assetlib/what_is_assetlib.rst:29
msgid "Frequently asked questions"
msgstr ""
msgstr "よくある質問"
#: ../../docs/about/faq.rst:7
msgid ""
"What can I do with Godot? How much does it cost? What are the license terms?"
msgstr ""
"Godotで何ができますか 利用料はかかりますか ライセンス条項はどの様になっ"
"ていますか?"
#: ../../docs/about/faq.rst:9
msgid ""
@@ -370,16 +415,21 @@ msgid ""
"opensource.org/licenses/MIT>`_ MIT license. This means it is free as in "
"\"free speech\" as well as in \"free beer.\""
msgstr ""
"Godotは`フリーソフトウェアでオープンソース <https://ja.wikipedia.org/wiki/"
"FLOSS>`_で、OSI承認済みのMITライセンスの元で利用できます。これは「飲み放題」"
"と同様に「言論の自由」のように自由であることを意味します。"
#: ../../docs/about/faq.rst:11
msgid "In short:"
msgstr ""
msgstr "要するに:"
#: ../../docs/about/faq.rst:13
msgid ""
"You are free to download and use Godot for any purpose, personal, non-"
"profit, commercial, or otherwise;"
msgstr ""
"任意の目的、個人、非営利、営利、その他のためにGodotを自由にダウンロードして使"
"うことができます。"
#: ../../docs/about/faq.rst:14
msgid ""
@@ -415,6 +465,11 @@ msgid ""
"txt <https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ "
"files in the Godot repository."
msgstr ""
"詳細はGodotリポジトリの、 `COPYRIGHT.txt <https://github.com/godotengine/"
"godot/blob/master/COPYRIGHT.txt>`_ または `LICENSE.txt <https://github.com/"
"godotengine/godot/blob/master/LICENSE.txt>`_ と `LOGO_LICENSE.txt <https://"
"github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ ファイルをご覧く"
"ださい。"
#: ../../docs/about/faq.rst:28
msgid ""
@@ -1358,7 +1413,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:94
#: ../../docs/getting_started/editor/external_editor.rst:32
msgid "Editor"
msgstr ""
msgstr "エディタ"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:96
msgid ""
@@ -1449,7 +1504,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:163
msgid "Success!"
msgstr ""
msgstr "成功!"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:168
msgid "Configuring the project"
@@ -8795,7 +8850,7 @@ msgstr ""
#: ../../docs/tutorials/misc/binary_serialization_api.rst:452
#: ../../docs/tutorials/misc/binary_serialization_api.rst:467
msgid "Description"
msgstr ""
msgstr "説明"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:160
msgid "if"
@@ -9698,7 +9753,7 @@ msgstr ""
#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:48
#: ../../docs/development/cpp/object_class.rst:94
msgid "Constants"
msgstr ""
msgstr "定数"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:559
msgid ""
@@ -9991,7 +10046,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:875
msgid "Classes"
msgstr ""
msgstr "クラス"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:877
msgid ""
@@ -10305,7 +10360,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:164
#: ../../docs/development/cpp/object_class.rst:211
msgid "Signals"
msgstr ""
msgstr "信号"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1347
msgid ""
@@ -12037,7 +12092,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:281
msgid "Self"
msgstr ""
msgstr "セルフ"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:283
msgid ""
@@ -13038,7 +13093,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:155
msgid "End"
msgstr ""
msgstr "終り"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:163
msgid "get_area()"
@@ -18270,7 +18325,7 @@ msgstr ""
#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:469
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:134
msgid "Tools"
msgstr ""
msgstr "ツール"
#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:471
msgid ""
@@ -20871,7 +20926,7 @@ msgstr ""
#: ../../docs/tutorials/3d/spatial_material.rst:382
msgid "Depth"
msgstr "奥行き"
msgstr "深度"
#: ../../docs/tutorials/3d/spatial_material.rst:384
msgid ""
@@ -40606,7 +40661,7 @@ msgstr ""
#: ../../docs/tutorials/viewports/viewports.rst:128
msgid "Capture"
msgstr ""
msgstr "キャプチャ"
#: ../../docs/tutorials/viewports/viewports.rst:130
msgid ""
@@ -41671,7 +41726,7 @@ msgstr ""
#: ../../docs/tutorials/shading/shading_language.rst:124
msgid "Members"
msgstr ""
msgstr "メンバー"
#: ../../docs/tutorials/shading/shading_language.rst:126
msgid ""
@@ -51782,7 +51837,7 @@ msgstr ""
#: ../../docs/tutorials/debug/index.rst:2
msgid "Debug"
msgstr ""
msgstr "デバッグ"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:4
msgid "Overview of debugging tools"
@@ -51812,7 +51867,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:22
msgid "Deploy with Remote Debug"
msgstr "リモートデバッグ付きでデプロイ(提供)する"
msgstr "リモートデバッグでデプロイ"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:24
msgid ""
@@ -51822,7 +51877,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:27
msgid "Small Deploy with Network FS"
msgstr ""
msgstr "ネットワークファイルシステムでスモールデプロイ"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:29
msgid ""
@@ -51834,7 +51889,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:33
msgid "Visible Collision Shapes"
msgstr ""
msgstr "コリジョン形状の表示"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:35
msgid ""
@@ -51844,7 +51899,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:38
msgid "Visible Navigation"
msgstr ""
msgstr "ナビゲーションの表示"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:40
msgid "Navigation meshes and polygons will be visible on the running game."
@@ -51852,7 +51907,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:43
msgid "Sync Scene Changes"
msgstr ""
msgstr "シーンの変更を同期"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:45
msgid ""
@@ -51863,7 +51918,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:49
msgid "Sync Script Changes"
msgstr ""
msgstr "スクリプトの変更を同期"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:51
msgid ""
@@ -56717,7 +56772,7 @@ msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:313
msgid "Future"
msgstr ""
msgstr "未来"
#: ../../docs/development/cpp/creating_android_modules.rst:315
msgid ""

File diff suppressed because it is too large Load Diff

View File

@@ -4,6 +4,7 @@
#
# dem son <anthony1sep@gmail.com>, 2018.
# Erwin <erwinschmidt@gmail.com>, 2018.
# frank <frankvprive@gmail.com>, 2018.
# jaron maene <jaron.maene@gmail.com>, 2018.
# Melvin Louwerse <aterlamia@gmail.com>, 2018.
# Peter <pshijma@gmail.com>, 2018.
@@ -15,8 +16,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-08-07 22:36+0000\n"
"Last-Translator: Willem <studiebolmail@gmail.com>\n"
"PO-Revision-Date: 2018-09-24 22:24+0000\n"
"Last-Translator: frank <frankvprive@gmail.com>\n"
"Language-Team: Dutch <https://hosted.weblate.org/projects/godot-engine/godot-"
"docs/nl/>\n"
"Language: nl\n"
@@ -40679,7 +40680,7 @@ msgstr ""
#: ../../docs/tutorials/viewports/viewports.rst:128
msgid "Capture"
msgstr ""
msgstr "Vastleggen"
#: ../../docs/tutorials/viewports/viewports.rst:130
msgid ""

View File

@@ -7,21 +7,26 @@
# Andrzej <impar.andrzej@gmail.com>, 2018.
# Dariusz Król <rexioweb@gmail.com>, 2018.
# Igor <igor.gielzak@gmail.com>, 2018.
# Jacek Witkowski <jacek_witkowski@wp.pl>, 2018.
# KolegaLiterat <jawor34@gmail.com>, 2018.
# luluu9 <maxmax89_89@o2.pl>, 2018.
# Piotr Bojczewski <piotr200310@outlook.com>, 2018.
# piotrekpajak <araneo@protonmail.com>, 2018.
# Pytek1 <bpieniak1@gmail.com>, 2018.
# Rafał Mikrut <synaptykq@gmail.com>, 2018.
# RM <synaptykq@gmail.com>, 2018.
# Saran <saran@op.pl>, 2018.
# Sebastian Pasich <sebastian.pasich@gmail.com>, 2018.
# silicius <silicius42@gmail.com>, 2018.
# Tomek <kobewi4e@gmail.com>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-09-05 23:22+0000\n"
"Last-Translator: ᅚc <silenltypl@gmail.com>\n"
"PO-Revision-Date: 2018-10-25 13:19+0000\n"
"Last-Translator: Tomek <kobewi4e@gmail.com>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/pl/>\n"
"Language: pl\n"
@@ -30,7 +35,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 "
"|| n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 3.2-dev\n"
"X-Generator: Weblate 3.3-dev\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
@@ -456,7 +461,6 @@ msgstr ""
"profit, komercyjnych itd."
#: ../../docs/about/faq.rst:14
#, fuzzy
msgid ""
"You are free to modify, distribute, redistribute, and remix Godot to your "
"heart's content, for any reason, both non-commercially and commercially."
@@ -465,7 +469,6 @@ msgstr ""
"jakichkolwiek celach, zarówno komercyjnie jak i niekomercyjnie"
#: ../../docs/about/faq.rst:16
#, fuzzy
msgid ""
"All the contents of this accompanying documentation are published under the "
"permissive Creative Commons Attribution 3.0 (`CC-BY 3.0 <https://"
@@ -551,31 +554,31 @@ msgid "Web"
msgstr "Web"
#: ../../docs/about/faq.rst:48
#, fuzzy
msgid ""
"Both 32- and 64-bit binaries are supported where it makes sense, with 64 "
"being the default."
msgstr ""
"Zarówno 32- i 64-bitowe pliki binarne są wspierane tam, gdzie ma to sens, "
"jednak 64 jest domyślnym"
"jednak 64-bitowe są domyślne."
#: ../../docs/about/faq.rst:51
msgid ""
"Some users also report building and using Godot successfully on ARM-based "
"systems with Linux, like the Raspberry Pi."
msgstr ""
"Istnieją udane kompilacje Godot na systemach opartych o architekturę ARM na "
"Linuxie, przykładowo Raspberry Pi."
#: ../../docs/about/faq.rst:54
#, fuzzy
msgid ""
"Additionally, there is some unofficial third-party work being done on "
"building for some consoles. However, none of this is included in the default "
"build scripts or export templates at this time."
msgstr ""
"Niektórzy użytkownicy stworzyli port Godota na systemy ARM bazujące na "
"Linuksie, takie jak Rasberry Pi. Istnieją również zewnętrzne projekty "
"Linuksie, takie jak Raspberry Pi. Istnieją również zewnętrzne projekty "
"umożliwiające możliwość uruchamiania go na niektórych konsolach. Żadne z "
"nich nie są domyślnie wbudowane w edytor ani szablony eksportu."
"nich nie są jednak domyślnie wbudowane w edytor ani szablony eksportu."
#: ../../docs/about/faq.rst:58
msgid ""
@@ -586,12 +589,10 @@ msgstr ""
"workflow-export>` i :ref:`kompilowaniu Godota <toc-devel-compiling>`."
#: ../../docs/about/faq.rst:62
#, fuzzy
msgid "Which programming languages are supported in Godot?"
msgstr "Jakie języki wspiera Godot?"
msgstr "Jakie języki programowania wspiera Godot?"
#: ../../docs/about/faq.rst:64
#, fuzzy
msgid ""
"The officially supported languages for Godot are GDScript, Visual Scripting, "
"C#, and C++. See the subcategories for each language in the :ref:`scripting "
@@ -613,12 +614,13 @@ msgstr ""
"Jeśli zaczynasz swoją przygode z Godot albo nawet tworzeniem gier, GDScript "
"jest zalecanym językiem do nauki i użycia gdyż jest on podstawowy dla Godot. "
"Podczas gdy języki skryptowe mają skłonność do bycia mniej wydajnymi niż "
"języki niskiego poziomu na dłuższą mete, w prototypowaniu i rozwijaniu gry "
"języki niskiego poziomu na dłuższą metę, w prototypowaniu i rozwijaniu gry "
"minimalnie gotowej do wydania i skupianiu się na jak najszybszym jej "
"wydaniu, GDScript zapewni szybki, przyjazny i użyteczny sposób do tworzenia "
"twojej gry."
#: ../../docs/about/faq.rst:75
#, fuzzy
msgid ""
"Note that C# support is still relatively new, and as such, you may encounter "
"some issues along the way. Our friendly and hard-working development "
@@ -628,6 +630,14 @@ msgid ""
"github.com/godotengine/godot/issues>`_ is a great way to start your "
"troubleshooting."
msgstr ""
"Zauważ, że wsparcie dla języka C# jest wciąż stosunkowo krótkie, a więc "
"możesz napotkać jakieś problemy korzystając z niego. Nasza przyjacielska i "
"ciężko pracująca społeczność twórców jest zawsze gotowa aby podjąć się "
"rozwiązania nowych problemów, gdy się jakieś pojawią, lecz zważywszy na to, "
"że jest to projekt open-source, zalecamy abyś sam spróbował rozwiązać "
"problem. Szukanie dyskusji poprzez 'otwarte problemy <https://github.com/"
"godotengine/godot/issues>`_ na GitHubie są świetnym sposobem na rozpoczęcie "
"rozwiązywania twoich problemów."
#: ../../docs/about/faq.rst:82
#, fuzzy
@@ -638,13 +648,15 @@ msgid ""
"bindings for Godot to `Python <https://github.com/touilleMan/godot-python>`_ "
"and `Nim <https://github.com/pragmagic/godot-nim>`_."
msgstr ""
"Obecnie, na przykład, trwają prace nad nieoficjalnym wsparciem w Godocie "
"`Python <https://github.com/touilleMan/godot-python>`_ i `Nim <https://"
"github.com/pragmagic/godot-nim>`_."
"Jeśli chodzi o nowe języki, wsparcie dla nich jest możliwe poprzez "
"oprogramowanie third-party używając GDNative'a / NativeScript'a / "
"PluginScript'a. Obecnie użytkownicy pracują nad bindigami do `Python "
"<https://github.com/touilleMan/godot-python>`_ i `Nim <https://github.com/"
"pragmagic/godot-nim>`_."
#: ../../docs/about/faq.rst:88
msgid "What is GDScript and why should I use it?"
msgstr ""
msgstr "Czym jest GDScript i dlaczego powinienem go używać?"
#: ../../docs/about/faq.rst:90
msgid ""
@@ -656,6 +668,14 @@ msgid ""
"and a complete overview of the power GDScript offers you, check out the "
"`GDScript scripting guide <gdscript_basics>`_."
msgstr ""
"GDScript jest zintegrowanym językiem skryptów Godota. Został stworzony od "
"podstaw po to, by zmaksymalizować jego potencjał przy wykorzystaniu możliwie "
"najmniejszej ilości kodu, pozwalając zarówno doświadczonym, jak i nowym "
"programistom na wykorzystanie mocnych stron Godota w najkrótszym możliwym "
"czasie. Jeżeli programowałeś kiedykolwiek w języku takim jak Python, nie "
"powinieneś mieć z nim problemów. W celu znalezienia przykładów, historii "
"oraz kompletnej dokumentacji na temat możliwości GDScript, przejdź do "
"`GDScript scripting guide <gdscript_basics>`_."
#: ../../docs/about/faq.rst:97
msgid ""
@@ -664,6 +684,10 @@ msgid ""
"next AAA title--but the most salient reason is the overall **reduction of "
"complexity.**"
msgstr ""
"Istnieje kilka powodów, dla których warto korzystać z GDScript - szczególnie "
"gdy prototypujesz, na etapie alfa/beta swojego projektu lub nie tworzysz "
"kolejnego tytułu AAA-ale najbardziej istotnym powodem jest ogólna ** "
"redukcja złożoności. **"
#: ../../docs/about/faq.rst:101
msgid ""
@@ -677,9 +701,17 @@ msgid ""
"lot of time trying to get a small set of incremental features working across "
"a large set of languages."
msgstr ""
"Pierwotna intencja stworzenia ściśle zintegrowanego, niestandardowego języka "
"skryptowego dla Godota była dwojaka: po pierwsze, redukuje ilość czasu "
"potrzebnego do rozpoczęcia pracy z Godot, dając programistom szybki sposób "
"na ujawnienie się z silnikiem z naciskiem na produktywność; po drugie, "
"zmniejsza ogólne obciążenie związane z konserwacją, łagodzi wymiarowość "
"problemów i pozwala twórcom silnika skupić się na eliminowaniu błędów i "
"ulepszaniu funkcji związanych z rdzeniem silnika - zamiast spędzać dużo "
"czasu próbując uzyskać mały zestaw przyrostowych funkcji pracujących w dużym "
"zestawie języków."
#: ../../docs/about/faq.rst:109
#, fuzzy
msgid ""
"Since Godot is an open-source project, it was imperative from the start to "
"prioritize a more integrated and seamless experience over attracting "
@@ -691,13 +723,16 @@ msgid ""
"see how powerful it is and rapid your development becomes, we think GDScript "
"will grow on you."
msgstr ""
"Krótka odpowiedź jest taka, że uważamy, iż dodatkowa złożoność zarówno po "
"twojej stronie (gdy po raz pierwszy uczysz się Godota i GDScript), jak i po "
"naszej stronie (konserwacja) potrzebuje bardziej zintegrowanego i płynnego "
"doświadczenia niż przyciąganie użytkowników ze znajomością róznych języków "
"programowania, co skutkuje gorszym doświadczeniem. Rozumiemy, że wolisz "
"używać innego języka w Godot (patrz lista obsługiwanych opcji powyżej), ale "
"zachęcamy do spróbowania i sprawdzenia korzyści dla ciebie."
"Ponieważ Godot jest projektem o otwartym kodzie źródłowym, od samego "
"początku konieczne było nadanie priorytetu bardziej zintegrowanemu i "
"bezproblemowemu doświadczeniu, jeśli chodzi o przyciąganie dodatkowych "
"użytkowników dzięki obsłudze bardziej znanych języków programowania - "
"zwłaszcza, gdy obsługa tych bardziej znanych języków może spowodować gorsze "
"wrażenia. Rozumiemy, czy wolisz używać innego języka w Godot (zobacz listę "
"obsługiwanych opcji powyżej). Biorąc to pod uwagę, jeśli nie wypróbowałeś "
"GDScript, spróbuj przez ** trzy dni **. Podobnie jak Godot, gdy tylko "
"zobaczysz, jak potężny jest on i twój rozwój staje się szybki, myślimy, że "
"GDScript będzie się rozwijać."
#: ../../docs/about/faq.rst:118
msgid ""
@@ -711,35 +746,43 @@ msgstr ""
#: ../../docs/about/faq.rst:122
msgid "What were the motivations behind creating GDScript?"
msgstr ""
msgstr "Jakie były motywy tworzenia GDScript?"
#: ../../docs/about/faq.rst:124
msgid ""
"The main reasons for creating a custom scripting language for Godot were:"
msgstr ""
"Głównymi powodami tworzenia niestandardowego języka skryptowego dla Godota "
"były:"
#: ../../docs/about/faq.rst:126
msgid ""
"Poor thread support in most script VMs, and Godot uses threads (Lua, Python, "
"Squirrel, JS, AS, etc.)."
msgstr ""
"Słaba obsługa wątków w większości maszyn wirtualnych skryptów, a Godot używa "
"wątków (Lua, Python, Squirrel, JS, AS, itp.)."
#: ../../docs/about/faq.rst:128
msgid ""
"Poor class-extending support in most script VMs, and adapting to the way "
"Godot works is highly inefficient (Lua, Python, JS)."
msgstr ""
"Słabe wsparcie dla klas w większości skryptowych maszyn wirtualnych i "
"dostosowanie do sposobu działania Godota jest wysoce nieefektywne (Lua, "
"Python, JS)."
#: ../../docs/about/faq.rst:130
#, fuzzy
msgid ""
"Many existing languages have horrible interfaces for binding to C++, "
"resulting in large amount of code, bugs, bottlenecks, and general "
"inefficiency (Lua, Python, Squirrel, JS, etc.) We wanted to focus on a great "
"engine, not a great amount of integrations."
msgstr ""
"Potworny interfejs do łączenia z C++, skutkuje dużą ilością kodu, błędów, "
"wąskich gardeł i ogólną nieefektywnością (Lua, Python, Squirrel, JS itp.)"
"Wiele istniejących języków ma okropne interfejsy do wiązania z C++, co "
"skutkuje dużą ilością kodu, błędów, bottleneck'ów i ogólnej nieefektywności "
"(Lua, Python, Squirrel, JS, itp.). Chcieliśmy skupić się na świetnym "
"silniku, a nie na dużej ilości integracji."
#: ../../docs/about/faq.rst:133
msgid ""
@@ -759,37 +802,41 @@ msgstr ""
"Python, JS, AS, itd.)."
#: ../../docs/about/faq.rst:138
#, fuzzy
msgid ""
"Difficulty to integrate with the code editor for providing code completion, "
"live editing, etc. (all of them). This is well supported by GDScript."
msgstr ""
"Trudności z zintegrowanie z edytorem kodu funkcji auto uzupełniania, edycji "
"w czasie rzeczywistym, itd. Są one bardzo dobrze wspierane przez GDScript."
"Trudności ze zintegrowaniem z edytorem kodu funkcji auto uzupełniania, "
"edycji w czasie rzeczywistym, itd. Są one bardzo dobrze wspierane przez "
"GDScript."
#: ../../docs/about/faq.rst:142
msgid "GDScript was designed to curtail the issues above and more."
msgstr ""
msgstr "GDScript został zaprojektowany tak żeby zminimalizować te problemy."
#: ../../docs/about/faq.rst:145
msgid "What type of 3D model formats does Godot support?"
msgstr ""
msgstr "Jakie typy plików 3D obsługuje Godot?"
#: ../../docs/about/faq.rst:147
msgid ""
"Godot supports Collada via the `OpenCollada <https://github.com/KhronosGroup/"
"OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter (Maya, 3DSMax)."
msgstr ""
"Godot wspiera pliki Collada przez`OpenCollada <https://github.com/"
"KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter (Maya, 3DSMax)."
#: ../../docs/about/faq.rst:149
msgid ""
"If you are using Blender, take a look at our own `Better Collada Exporter "
"<https://godotengine.org/download>`_."
msgstr ""
"Jeśli korzystasz z Blendera zapoznaj się z stworzony przez nas `Better "
"Collada Exporter <https://godotengine.org/download>`_."
#: ../../docs/about/faq.rst:151
msgid "As of Godot 3.0, glTF is supported."
msgstr ""
msgstr "Dla Godot 3.0 istnieje wsparcie dla glTF."
#: ../../docs/about/faq.rst:153
#, fuzzy
@@ -802,7 +849,9 @@ msgid ""
msgstr ""
"FBX SDK posiada `restrykcyjną licencję <http://www.blender.org/bf/"
"Autodesk_FBX_License.rtf>`_, która jest niezgodna z `otwartą licencją "
"<http://opensource.org/licenses/MIT>`_ Godota."
"<http://opensource.org/licenses/MIT>`_ Godota. Jednakże wsparcie dla FBX "
"wciąż jest możliwe za pośrednictwem oprogramowania third-party dostarczonego "
"poprzez wtyczki. (Zobacz pytanie o Wtyczki wyżej.)"
#: ../../docs/about/faq.rst:159
msgid ""
@@ -819,6 +868,11 @@ msgid ""
"development community to support any third-party, closed-source/proprietary "
"SDKs, as integrating with these would go against Godot's ethos."
msgstr ""
"Celem Godot jest stworzenie darmowego i otwarto-źródłowego silnika opartego "
"na licencji MIT, który jest modularny i rozszerzalny. Nie ma planów, aby "
"społeczność rozwijająca rdzeń Godot'a wspierała jakiekolwiek SDK, które jest "
"third-party, posiada zamknięte źródło czy jest własnościowe. Integrowanie "
"tego z rdzeniem Godot'a byłoby przeciwne etyce Godot'a."
#: ../../docs/about/faq.rst:166
#, fuzzy
@@ -2565,7 +2619,7 @@ msgstr "Label"
#: ../../docs/getting_started/step_by_step/scripting.rst:117
msgid "Button"
msgstr "Button"
msgstr "Przycisk"
#: ../../docs/getting_started/step_by_step/scripting.rst:119
msgid "The scene tree should look like this:"
@@ -15635,7 +15689,7 @@ msgstr "end"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:155
msgid "End"
msgstr "End"
msgstr "Koniec"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:163
msgid "get_area()"
@@ -21508,6 +21562,7 @@ msgstr ""
"rogu prostokąta widzialności względem emitera cząstek."
#: ../../docs/tutorials/2d/particle_systems_2d.rst:139
#, fuzzy
msgid "Local Coords"
msgstr "Local Coords"
@@ -54901,7 +54956,7 @@ msgstr ""
#: ../../docs/tutorials/misc/binary_serialization_api.rst:23
msgid "Value"
msgstr "Value"
msgstr "Wartość"
#: ../../docs/tutorials/misc/binary_serialization_api.rst:25
msgid "0"

View File

@@ -10,6 +10,7 @@
# Breno Caldeira <breno.caldeira@gmail.com>, 2018.
# Cabral <pedrogcabral@hotmail.com>, 2018.
# Caio Jordão Carvalho <caiojcarvalho@gmail.com>, 2018.
# Caio Northfleet <caio.northfleet@gmail.com>, 2018.
# Claudio Eden <claudio.eden@gmail.com>, 2018.
# Cochise César <cochisecesar@gmail.com>, 2018.
# Danilo Castro <danilo.moreira94@gmail.com>, 2018.
@@ -21,9 +22,12 @@
# Fathos Law <fathos23@gmail.com>, 2018.
# Filipe Dias <filipediascontato@gmail.com>, 2018.
# Flávio Henrique <flavio.pessini@outlook.com>, 2018.
# Gabriel Carvalho <billlmaster@gmail.com>, 2018.
# George Marques <georgemjesus@gmail.com>, 2018.
# Gilberto Lopes <gilbertolopes@ufrj.br>, 2018.
# Guilherme Felipe C G Silva <guilhermefelipecgs@gmail.com>, 2018.
# Guilherme Rodrigues Ribeiro <keybpr@gmail.com>, 2018.
# Henrique Combochi <henrique.combochi@gmail.com>, 2018.
# Iago Barbosa da Silva <ErnestoGilgamesh@gmail.com>, 2018.
# Jessé Silva <starclock@gmail.com>, 2018.
# João Victor Lima <victordevtb@outlook.com>, 2018.
@@ -65,8 +69,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-09-09 10:06+0000\n"
"Last-Translator: Michael Canesche <michael.canesche@gmail.com>\n"
"PO-Revision-Date: 2018-10-01 18:32+0000\n"
"Last-Translator: Guilherme Rodrigues Ribeiro <keybpr@gmail.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot-docs/pt_BR/>\n"
"Language: pt_BR\n"
@@ -483,9 +487,10 @@ msgid ""
"opensource.org/licenses/MIT>`_ MIT license. This means it is free as in "
"\"free speech\" as well as in \"free beer.\""
msgstr ""
"Godot é um Software Gratuito/Livre de Código Aberto disponível sob a licença "
"MIT, `aprovada pela OSI <https://opensource.org/licenses/MIT>`_. Você está "
"livre para utilizar o Godot para qualquer finalidade!"
"Godot é um `Software Gratuito/Livre de Código Aberto <https://en.wikipedia."
"org/wiki/Free_and_open-source_software>`_ disponível sob a licença MIT "
"`<https://opensource.org/licenses/MIT>`_ aprovada pela OSI. Você está livre "
"para utilizar o Godot para qualquer finalidade."
#: ../../docs/about/faq.rst:11
msgid "In short:"
@@ -789,7 +794,6 @@ msgstr ""
"foram:"
#: ../../docs/about/faq.rst:126
#, fuzzy
msgid ""
"Poor thread support in most script VMs, and Godot uses threads (Lua, Python, "
"Squirrel, JS, AS, etc.)."
@@ -798,14 +802,13 @@ msgstr ""
"utiliza threads (Lua, Python, Squirrel, JS, AS, etc.)."
#: ../../docs/about/faq.rst:128
#, fuzzy
msgid ""
"Poor class-extending support in most script VMs, and adapting to the way "
"Godot works is highly inefficient (Lua, Python, JS)."
msgstr ""
"Não há um bom suporte á extensão de classes na maioria das VMs de scripting, "
"Não há um bom suporte a extensão de classes na maioria das VMs de scripting, "
"e adaptá-las para a forma como o Godot funciona é altamente ineficiente "
"(Lua, Python, jS)."
"(Lua, Python, JS)."
#: ../../docs/about/faq.rst:130
#, fuzzy
@@ -815,8 +818,10 @@ msgid ""
"inefficiency (Lua, Python, Squirrel, JS, etc.) We wanted to focus on a great "
"engine, not a great amount of integrations."
msgstr ""
"Interface terrível com C++, resultando em quantidades enormes de código, "
"bugs, gargalos e ineficiências em geral (Lua, Python, Squirrel, JS, etc.)"
"Grande quantidade existente de linguagens têm interfaces para bindings ao C+"
"+, resultando em uma grande quantidade de código, bugs, gargalos e "
"ineficiência em geral (Lua, Python, Squirrel, JS e etc). Nós queríamos focar "
"em uma engine incrível, e não em uma incrível quantidade de integrações."
#: ../../docs/about/faq.rst:133
msgid ""
@@ -883,7 +888,9 @@ msgid ""
msgstr ""
"A SDK do FBX tem uma `licença restritiva <https://www.blender.org/bf/"
"Autodesk_FBX_License.rtf>`_, que é incompatível com a `licença aberta "
"<https://opensource.org/licenses/MIT>`_ usada pelo Godot."
"<https://opensource.org/licenses/MIT>`_ usada pelo Godot. Dito isto, FBX "
"poderia continuar a ser fornecido por terceiros como um plugin. (Veja a "
"questão dos plugins acima.)"
#: ../../docs/about/faq.rst:159
msgid ""
@@ -907,7 +914,6 @@ msgstr ""
"filosofia de Godot."
#: ../../docs/about/faq.rst:166
#, fuzzy
msgid ""
"That said, because Godot is open-source and modular, nothing prevents you or "
"anyone else interested in adding those libraries as a module and shipping "
@@ -966,7 +972,6 @@ msgstr ""
"aspectos foram criados, e com uma variedade enorme de tamanhos e DPIs."
#: ../../docs/about/faq.rst:189
#, fuzzy
msgid ""
"The most common and proper way to achieve this is to, instead, use a single "
"base resolution for the game and only handle different screen aspect ratios. "
@@ -1054,8 +1059,9 @@ msgid ""
"for additional languages, take a look at :ref:`EditorPlugins "
"<doc_making_plugins>` and tool scripts."
msgstr ""
"Para criar plugins para o Editor Godot, veja :ref:`EditorPlugins "
"<doc_making_plugins>` e scripts *tool*."
"Para estendero Godot, criar plugins para o Editor ou adicionar o suporte a "
"novas línguas, veja :ref:`EditorPlugins <doc_making_plugins>` e scripts "
"*tool*."
#: ../../docs/about/faq.rst:228
msgid "Also see the official blog posts on these topics:"
@@ -1075,7 +1081,6 @@ msgid "`GDNative is here! <https://godotengine.org/article/dlscript-here>`_"
msgstr "`GDNative está aqui! <https://godotengine.org/article/dlscript-here>`_"
#: ../../docs/about/faq.rst:233
#, fuzzy
msgid ""
"You can also take a look at the GDScript implementation, the Godot modules, "
"as well as the `unofficial Python support <https://github.com/touilleMan/"
@@ -1084,7 +1089,8 @@ msgid ""
msgstr ""
"Você também pode dar uma olhada na implementação da GDScript, nos módulos em "
"Godot e também no `suporte não-oficial a Python <https://github.com/"
"touilleMan/godot-python>`_ para Godot."
"touilleMan/godot-python>`_ para Godot. Isto seria um bom ponto de partida "
"para ver como uma ferramenta externa integra-se com Godot."
#: ../../docs/about/faq.rst:239
msgid "I would like to contribute! How can I get started?"
@@ -1099,7 +1105,6 @@ msgstr ""
"e ambição de desenvolvedores como você."
#: ../../docs/about/faq.rst:244
#, fuzzy
msgid ""
"The first place to get started is in the `issues <https://github.com/"
"godotengine/godot/issues>`_. Find an issue that resonates with you, then "
@@ -1120,6 +1125,7 @@ msgstr ""
"Eu tenho uma grande ideia para Godot. Como posso compartilhar essa ideia?"
#: ../../docs/about/faq.rst:251
#, fuzzy
msgid ""
"It might be tempting to want to bring ideas to Godot, like ones that result "
"in massive core changes, some sort of mimicry of what another game engine "
@@ -1131,12 +1137,23 @@ msgid ""
"github.com/godotengine/godot/issues>`_, and conversations between Godot "
"community members."
msgstr ""
"Pode ser tentador querer trazer ideias ao Godot, como aquelas que resultam e "
"mudanças massivas no núcleo, um tipo de mímica que outro motor de jogos faz, "
"ou modos de trabalho alternativo que você iria querer dentro do editor. Tudo "
"isso é ótimo e nós agradecemos por ter tantas pessoas motivadas querendo "
"contribuir, porém, o foco da Godot é e sempre será, a funcionalidade central "
"como descrita no `Roadmap <https://github.com/godotengine/godot-roadmap/blob/"
"master/ROADMAP.md>`_, `consertando bugs e discutindo problemas <https://"
"github.com/godotengine/godot/issues>`_, e discussão entre membros da "
"comunidade da godot."
#: ../../docs/about/faq.rst:260
msgid ""
"Most developers in the Godot community will be more interested to learn "
"about things like:"
msgstr ""
"A maior parte dos desenvolvedores na comunidade da Godot ficarão mais "
"interessados em aprender coisas como:"
#: ../../docs/about/faq.rst:263
msgid ""
@@ -1155,10 +1172,10 @@ msgstr ""
"delas para seu projeto."
#: ../../docs/about/faq.rst:267
#, fuzzy
msgid ""
"The concepts that were difficult to understand while learning the software."
msgstr "Os conceitos que foram difíceis de entender para aprender o software."
msgstr ""
"Os conceitos que foram difíceis de entender enquanto aprendia o software."
#: ../../docs/about/faq.rst:268
msgid "The parts of your workflow you would like to see optimized."
@@ -1166,7 +1183,6 @@ msgstr ""
"As partes do seu fluxo de trabalho que você gostaria que fossem otimizadas."
#: ../../docs/about/faq.rst:269
#, fuzzy
msgid ""
"Parts where you missed clear tutorials or where the documentation wasn't "
"clear."
@@ -1175,7 +1191,6 @@ msgstr ""
"não estava à altura."
#: ../../docs/about/faq.rst:271
#, fuzzy
msgid ""
"Please don't feel like your ideas for Godot are unwelcome. Instead, try to "
"reformulate them as a problem first, so developers and the community have a "
@@ -1193,9 +1208,14 @@ msgid ""
"problems and ideas this way will help the whole community stay focused on "
"improving developer experiences as a whole."
msgstr ""
"Uma ótima abordagem ao compartilhar suas ideias e problemas com a comunidade "
"é a partir de histórias de usuários. Explique o que você está tentando "
"fazer, o comportamento que você espera que aconteça, e então, o que "
"realmente houve. Ao colocar problemas e ideias dessa forma, podemos ajudar a "
"comunidade inteira a ficar focada em melhorar a experiência do desenvolvedor "
"como um todo."
#: ../../docs/about/faq.rst:281
#, fuzzy
msgid ""
"Bonus points for bringing screenshots, concrete numbers, test cases, or "
"example projects (if applicable)."
@@ -1658,9 +1678,8 @@ msgid "It can be extended (to have more functions)."
msgstr "Pode ser estendido (ter mais funções)."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:39
#, fuzzy
msgid "It can be added to other nodes as a child."
msgstr "Pode ser adicionado a outro nó como filho dele."
msgstr "Pode ser adicionado a outross como filho."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:43
msgid ""
@@ -1711,7 +1730,6 @@ msgstr ""
"estilo árvore). Além disso, uma cena:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:65
#, fuzzy
msgid "always has one root node."
msgstr "sempre tem um único nó raiz."
@@ -1785,7 +1803,6 @@ msgstr ""
"Uma vez criado o \"Novo Projeto\", abra-o. Isso abrirá o editor do Godot:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:101
#, fuzzy
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 "
@@ -1811,7 +1828,6 @@ msgstr ""
"criados:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:115
#, fuzzy
msgid ""
"From there, select the \"Label\" node first. Searching for it is probably "
"the fastest way:"
@@ -1846,7 +1862,6 @@ msgstr ""
"direito)."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:131
#, fuzzy
msgid ""
"The next step will be to change the \"Text\" Property of the label. Let's "
"change it to \"Hello World\":"
@@ -2119,7 +2134,6 @@ msgid "Press \"Play\" and watch the ball fall to the bottom of the screen:"
msgstr "Pressione \"Rodar\" e veja a bola cair para parte de baixo da tela:"
#: ../../docs/getting_started/step_by_step/instancing.rst:78
#, fuzzy
msgid "Multiple instances"
msgstr "Múltiplas Instâncias"
@@ -2184,14 +2198,14 @@ msgid "Conclusion"
msgstr "Conclusão"
#: ../../docs/getting_started/step_by_step/instancing.rst:114
#, fuzzy
msgid ""
"Instancing can be useful when you want to create many copies of the same "
"object. It is also possible to create instances in code by using GDScript, "
"see :ref:`doc_scripting_continued`."
msgstr ""
"Instâncias podem ser úteis quando você quer criar muitas cópias do mesmo "
"objeto."
"objeto. Também é possível criar instâncias em código usando GDScript, veja :"
"ref:`doc_scripting_continued`."
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:4
msgid "Instancing (continued)"
@@ -3322,7 +3336,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:386
msgid "Register scripts as classes"
msgstr ""
msgstr "Registre scripts como classes"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:388
msgid ""
@@ -3330,6 +3344,9 @@ msgid ""
"Editor. By default, you can only access unnamed scripts by loading the file "
"directly."
msgstr ""
"Godot tem uma função \"Classe Script\" para registrar scripts individuais "
"com o editor. Por padrão, você só pode acessar scripts sem nome ao carregar "
"o arquivo diretamente."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:392
msgid ""
@@ -3338,26 +3355,32 @@ msgid ""
"an optional path to an image to use as an icon. You will then find your new "
"type in the Node or Resource creation dialog."
msgstr ""
"Você pode nomear um script e o registrar como um tipo no editor com a "
"palavra chave ``class_name`` seguido pelo nome da classe. Você pode "
"adicionar uma vírgula e um caminho opcional a uma imagem para usar como "
"ícone. Então, você encontrará seu novo tipo na janela de criação de Nodes e "
"recursos."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:414
#, fuzzy
msgid "In Godot 3.1:"
msgstr "Oi, Godette v3.11"
msgstr "Em Godot 3.1:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:416
msgid ""
"Only GDScript and NativeScript, i.e., C++ and other GDNative-powered "
"languages, can register scripts."
msgstr ""
"Apenas GDScript e NativeScript (ex: C++) e outras linguagens baseadas em "
"GDNative, podem registrar scripts."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:417
msgid "Only GDScript creates global variables for each named script."
msgstr ""
msgstr "Apenas GDScript pode criar variáveis globais para cada script nomeado."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:4
#, fuzzy
msgid "Your first game"
msgstr "Seu Primeiro Jogo"
msgstr "Seu primeiro jogo"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:7
#: ../../docs/getting_started/step_by_step/exporting.rst:7
@@ -3441,9 +3464,8 @@ msgstr ""
"\"Height\" (Altura) para 720."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:43
#, fuzzy
msgid "Organizing the project"
msgstr "Organizando o Projeto"
msgstr "Organizando o projeto"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:45
msgid ""
@@ -3462,9 +3484,8 @@ msgstr ""
"projeto no painel Arquivos no canto superior esquerdo:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:56
#, fuzzy
msgid "Player scene"
msgstr "Cena Jogador"
msgstr "Cena do jogador"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:58
msgid ""
@@ -3477,7 +3498,6 @@ msgstr ""
"mesmo antes de criarmos outras partes do jogo."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:63
#, fuzzy
msgid "Node structure"
msgstr "Estrutura de nós"
@@ -3533,7 +3553,6 @@ msgstr ""
"``ALL_CAPS`` (TODAS_MAIÚSCULAS)."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:88
#, fuzzy
msgid "Sprite animation"
msgstr "Animação por Sprites"
@@ -3613,7 +3632,6 @@ msgstr ""
"Quando tiver finalizado, sua cena ``Jogador`` deveria se parecer assim:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:132
#, fuzzy
msgid "Moving the player"
msgstr "Movendo o Jogador"
@@ -3819,6 +3837,10 @@ msgid ""
"scene can be closed by clicking ``Output`` (which should be highlighted in "
"blue) in the lower left of the Bottom Panel."
msgstr ""
"Clique em \"Rodar Cena\" (``F6``) e confirme que você pode mover o jogador "
"pela tela em todas as direções.A saída do console que abre ao rodar a cena "
"pode ser fechada ao clicar em ``Saída`` (que deve estar destacada em azul) "
"no canto inferior esquerdo do Painel Inferior."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:315
msgid ""
@@ -3834,7 +3856,6 @@ msgstr ""
"você vê na árvore da cena."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:320
#, fuzzy
msgid "Choosing animations"
msgstr "Selecionado as Animações"
@@ -3861,6 +3882,9 @@ msgid ""
"programmers. Consider this code versus the shortened boolean assignment "
"above:"
msgstr ""
"As atribuiçoes booleanas no código acima são um encurtamento comum para "
"programadores.Considere esse código contra a atribuição booleana encurtada "
"acima:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:372
msgid ""
@@ -3874,9 +3898,8 @@ msgstr ""
"oculto no início do jogo:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:387
#, fuzzy
msgid "Preparing for collisions"
msgstr "Preparando para Colisões"
msgstr "Preparando para colisões"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:389
msgid ""
@@ -3958,9 +3981,8 @@ msgstr ""
"para reiniciar o jogador quando começarmos um novo jogo."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:475
#, fuzzy
msgid "Enemy scene"
msgstr "Cena do Inimigo"
msgstr "Cena do inimigo"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:477
msgid ""
@@ -3983,9 +4005,8 @@ msgstr ""
"*instanciar* para criar uma quantidade de inimigos independentes no jogo."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:486
#, fuzzy
msgid "Node setup"
msgstr "Configuração de Nós"
msgstr "Configuração de nós"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:488
msgid "Click Scene -> New Scene and we'll create the Mob."
@@ -4079,9 +4100,8 @@ msgstr ""
"``Rotation Degrees`` (graus de rotação) como ``90`` na seção ``Node2D``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:525
#, fuzzy
msgid "Enemy script"
msgstr "Roteiro do Inimigo"
msgstr "Script do inimigo"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:527
msgid "Add a script to the ``Mob`` and add the following member variables:"
@@ -4140,9 +4160,8 @@ msgid "This completes the `Mob` scene."
msgstr "Isto completa a cena `Turba`."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:607
#, fuzzy
msgid "Main scene"
msgstr "Cena Principal"
msgstr "Cena principal"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:609
msgid ""
@@ -4290,7 +4309,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:665
#, fuzzy
msgid "Main script"
msgstr "Roteiro Principal"
msgstr "Script principal"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:667
msgid ""
@@ -4710,7 +4729,6 @@ msgstr ""
"solicitada a seleção de uma cena principal, então escolha ``Principal.tscn``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1123
#, fuzzy
msgid "Finishing up"
msgstr "Finalizando"
@@ -4756,9 +4774,8 @@ msgstr ""
"usando um nó ``Sprite``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1143
#, fuzzy
msgid "Sound effects"
msgstr "Efeitos Sonoros"
msgstr "Efeitos sonoros"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1145
msgid ""
@@ -4868,9 +4885,8 @@ msgstr ""
"dos efeitos das partículas."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1196
#, fuzzy
msgid "Project files"
msgstr "Arquivos do Projeto"
msgstr "Arquivos do projeto"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1198
msgid ""
@@ -4983,7 +4999,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:91
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:199
msgid "Export templates"
msgstr ""
msgstr "Exportar modelos"
#: ../../docs/getting_started/step_by_step/exporting.rst:124
msgid ""
@@ -5063,9 +5079,8 @@ msgstr ""
"como estão por enquanto."
#: ../../docs/getting_started/step_by_step/exporting.rst:160
#, fuzzy
msgid "Exporting by platform"
msgstr "Exportando por Plataforma"
msgstr "Exportando por plataforma"
#: ../../docs/getting_started/step_by_step/exporting.rst:162
msgid ""
@@ -5076,7 +5091,6 @@ msgstr ""
"qualquer software ou requisitos adicionais que você precise."
#: ../../docs/getting_started/step_by_step/exporting.rst:166
#, fuzzy
msgid "PC (Linux/macOS/Windows)"
msgstr "PC (Linux/MacOS/Windows)"
@@ -10213,7 +10227,7 @@ msgid ""
"(more on that next)"
msgstr ""
"Ele contém a raiz: ref: `Viewport <class_Viewport>`, para a qual uma cena é "
"adicionada como uma filha quando é aberta pela primeira vez, para se tornar "
"adicionada como um filho quando é aberta pela primeira vez, para se tornar "
"parte da * Scene Tree * (mais sobre isso a seguir)"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:60
@@ -10409,15 +10423,20 @@ msgid ""
"no method for storing information (e.g. a player's score or inventory) that "
"is needed by more than one scene."
msgstr ""
"O sistema de cenas de Godot, embora poderoso e flexível, tem uma "
"desvantagem: não existe um método para armazenar informações (por exemplo, "
"pontuação ou inventário de um jogador) que seja necessário em mais de uma "
"cena."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:13
msgid ""
"It's possible to address this with some workarounds, but they come with "
"their own limitations:"
msgstr ""
"É possível resolver isso com algumas soluções alternativas, mas elas vêm com "
"suas próprias limitações:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:16
#, fuzzy
msgid ""
"You can use a \"master\" scene that loads and unloads other scenes as its "
"children. However, this means you can no longer run those scenes "
@@ -10429,107 +10448,109 @@ msgstr ""
"corretamente."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:19
#, fuzzy
msgid ""
"Information can be stored to disk in ``user://`` and then loaded by scenes "
"that require it, but frequently saving and loading data is cumbersome and "
"may be slow."
msgstr ""
"Embora a informação possa ser armazenada no disco em \\ `user: // \\` e esta "
"Embora a informação possa ser armazenada no disco em ``user: // `` e esta "
"informação possa ser carregada por cenas que a exijam, salvar e carregar "
"continuamente esses dados ao alterar cenas é trabalhoso e pode ser lento."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:23
#, fuzzy
msgid ""
"The `Singleton Pattern <https://en.wikipedia.org/wiki/Singleton_pattern>`_ "
"is a useful tool for solving the common use case where you need to store "
"persistent information between scenes."
msgstr ""
"Singletons de cena são úteis, atendendo a um caso de uso comum em que você "
"precisa armazenar informações persistentes entre as cenas."
"`Singletons <https://en.wikipedia.org/wiki/Singleton_pattern>`_ de cena são "
"úteis, atendendo a um caso de uso comum em que você precisa armazenar "
"informações persistentes entre as cenas."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:27
msgid "Using this concept, you can create objects that:"
msgstr ""
msgstr "Usando esse conceito, você pode criar objetos que:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:29
#, fuzzy
msgid "Are always loaded, no matter which scene is currently running"
msgstr "São sempre carregados, não importa qual cena seja aberta no editor"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:30
#, fuzzy
msgid "Can store global variables, such as player information"
msgstr ""
"Pode armazenar variáveis globais, como informações do jogador, itens, "
"dinheiro etc. e compartilhar informações entre cenas"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:31
#, fuzzy
msgid "Can handle switching scenes and between-scene transitions"
msgstr "Pode lidar com cenas de comutação e transições"
msgstr "Pode lidar com troca de cenas e transições entre cenas"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:32
#, fuzzy
msgid ""
"Act like a singleton, since GDScript does not support global variables by "
"design"
msgstr ""
"Atua como um singleton, já que o GDScript não suporta variáveis globais por "
"design."
"projeto"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:34
#, fuzzy
msgid "Autoloading nodes and scripts caters to this need."
msgstr "Nós e scripts de carregamento automático atendem a essa necessidade."
msgstr "Carregamento automático de nós e scripts atendem a essa necessidade."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:37
msgid "AutoLoad"
msgstr "AutoLoad"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:39
#, fuzzy
msgid ""
"You can use AutoLoad to load a scene or a script that inherits from :ref:"
"`Node <class_Node>`. Note: when autoloading a script, a Node will be created "
"and the script will be attached to it. This node will be added to the root "
"viewport before any other scenes are loaded."
msgstr ""
"Você pode usar o Carregamento Automático para carregar uma cena ou um script "
"que herda do Nó (um nó será criado e o script será definido para ele)."
"Você pode usar o AutoLoad para carregar uma cena ou um script que herda da "
"Classe :ref:`Node <class_Node>`. Nota: ao carregar automaticamente um "
"script, um nó será criado e o script pode referenciá-lo. Este nó será "
"adicionado à viewport raiz antes que qualquer outra cena seja carregada."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:46
msgid ""
"To autoload a scene or script, select ``Project -> Project Settings`` from "
"the menu and switch to the \"AutoLoad\" tab."
msgstr ""
"Para carregar automaticamente uma cena ou script, selecione no menu "
"``Projeto -> Configurações do Projeto`` e mude para a aba \"AutoLoad\"."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:51
msgid ""
"Here you can add any number of scenes or scripts. Each entry in the list "
"requires a name, which assigned as the node's ``name`` property."
msgstr ""
"Aqui você pode adicionar qualquer número de cenas ou scripts. Cada entrada "
"na lista requer um nome, designada como a propriedade ``nome`` do nó."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:56
#, fuzzy
msgid ""
"This means that any node can access a singleton named \"PlayerVariables\" "
"with:"
msgstr ""
"Isso significa que qualquer nó pode acessar um singleton chamado "
"\"playervariables\" com:"
"\"PlayerVariables\" com:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:69
msgid "Or even simpler using the name directly:"
msgstr "Ou ainda mais simples usando o nome diretamente:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:81
#, fuzzy
msgid ""
"Note that autoload objects (scripts and/or scenes) are accessed just like "
"any other node in the scene tree. In fact, if you look at the running scene "
"tree, you'll see the autoloaded nodes appear:"
msgstr ""
"Note que objetos carregados automaticamente (scripts e/ou cenas) são "
"acessadas como qualquer outro nó na árvore de cenas. Se você olhar numa cena "
"executando, você verá os nós carregados automaticamente aparecerem:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:88
msgid "Custom scene switcher"
@@ -10566,17 +10587,22 @@ msgid ""
"``pressed()`` signal connected. When you run the project, it starts in "
"``Scene1.tscn``. However, pressing the button does nothing."
msgstr ""
"O projeto contém duas cenas: ``Scene1.tscn`` e ``Scene2.tscn``. Cada cena "
"contém um Label exibindo o nome da cena e um botão com seu sinal "
"``pressed()`` conectado. Quando você executar o projeto, ele começará em "
"``Scene1.tscn``. No entanto, ao pressionar o botão, nada acontecerá."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:105
#, fuzzy
msgid "Global.gd"
msgstr "global.gd"
msgstr "Global.gd"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:107
msgid ""
"Switch to the \"Script\" tab and create a new script called Global.gd. Make "
"sure it inherits from ``Node``:"
msgstr ""
"Mude para a aba \"Script\" e crie um novo script chamado Global.gd. Tenha "
"certeza que ele herda de ``Nó``:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:112
#, fuzzy
@@ -10668,6 +10694,10 @@ msgid ""
"appear. To learn how to handle this, see the next tutorial: :ref:"
"`doc_background_loading`"
msgstr ""
"Nota: Quando cenas são pequenas, a transição será instantânea. No entanto, "
"se as cenas são mais complexas, elas levarão um tempo significativo para "
"aparecer. Para aprender a gerenciar isto, veja o próximo tutorial: :ref:"
"`doc_background_loading`"
#: ../../docs/getting_started/editor/index.rst:2
msgid "Editor manual"
@@ -12357,7 +12387,7 @@ msgstr "``-x``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:255
msgid "Negative / Unary Negation"
msgstr ""
msgstr "Negativo / Negação Unária"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:257
msgid "``*`` ``/`` ``%``"
@@ -12558,7 +12588,7 @@ msgstr "Caminho do Recurso"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:315
msgid "Shorthand for ``get_node(\"NodePath\")``"
msgstr ""
msgstr "Forma abreviada para ``get_node(\"NodePath\")``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:319
msgid "Comments"
@@ -13353,6 +13383,10 @@ msgid ""
"reference them using the file's path, using either a relative or an absolute "
"path. For example, if you name a script file ``character.gd``"
msgstr ""
"Por padrão, todos os arquivos de scripts são classes sem nome. Neste caso, "
"você só irá poder os referenciar usando o caminho do arquivo, usando tanto "
"um caminho relativo como um absoluto. Por exemplo, se você nomear um arquivo "
"de script ``character.gd``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:892
msgid ""
@@ -13361,6 +13395,11 @@ msgid ""
"optional comma followed by a path to an image, to use it as an icon. Your "
"class will then appear with its new icon in the editor:"
msgstr ""
"No entanto, você pode dar um nome a sua classe para registra-lá como um novo "
"tipo no editor do Godot. Para isso, você pode usar a palavra chave "
"'class_name'. Você pode adicionar uma vírgula opcional seguida de um caminho "
"para uma imagem, para utilizar como ícone. Sua classe, aparecerá, então, com "
"seu novo ícone no editor:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:907
#, fuzzy
@@ -13368,6 +13407,7 @@ msgid "Here's a class file example:"
msgstr "Aqui está um exemplo simples de como funciona:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:926
#, fuzzy
msgid ""
"Godot's class syntax is compact: it can only contain member variables or "
"functions. You can use static functions, but not static member variables. In "
@@ -13376,6 +13416,12 @@ msgid ""
"of thread safety, since scripts can be initialized in separate threads "
"without the user knowing."
msgstr ""
"A sintaxe da classe do Godot é compacta: ela só pode conter variáveis "
"membros ou funções. Você pode utilizar funções estáticas, mas não membros "
"variáveis não-estáticas. Do mesmo modo, o motor inicializará variáveis toda "
"vez que você criar uma instância, e isso inclui arrays e dicionários. Isso "
"serve para segurança de threads, já que scripts podem ser inicializados em "
"threads separados sem que o usuário saiba."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:934
msgid "Inheritance"
@@ -13460,11 +13506,13 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1003
msgid "This is better explained through examples. Say we have this scenario:"
msgstr "A melhor forma de explicar esses exemplos. É vendo o seguinte cenário:"
msgstr ""
"Isso é melhor explicado através de exemplos. Suponha que tenhamos tal "
"cenário:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1025
msgid "There are a few things to keep in mind here:"
msgstr "Não há restrições para usar Godot"
msgstr "Têm algumas coisas para manter em mente aqui:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1027
msgid ""
@@ -16521,10 +16569,11 @@ msgstr "Android SDK: https://developer.android.com/studio/"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:29
msgid "If you are using Godot 3.0.2, you must use Mono 5.4."
msgstr ""
"Se você está utilizando a versão do Godot 3.0.2, você necessita do Mono 5.4."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:31
msgid "Godot 3.0.3+ requires Mono 5.12 on all platforms."
msgstr ""
msgstr "Godot 3.0.3+ requer Mono 5.12 em todas as plataformas."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:33
msgid ""
@@ -16533,12 +16582,18 @@ msgid ""
"Visual Studio channel is an earlier version of Mono and will not work with "
"Godot 3.0.3+."
msgstr ""
"Para baixar o Mono v5.12+ em um Mac, ache o link de \"Stable Channel\" da "
"`Mono Downloads Page <http://www.mono-project.com/download/>`_. O canal do "
"Visual Studio é uma versão antiga do Mono e não funcionará com o Godot "
"3.0.3+."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:35
msgid ""
"You also need MSBuild (at least version 15.0) which should come with the "
"Mono installation."
msgstr ""
"Você também necessita do MSBuild (pelo menos versão 15.0) que deve vir "
"embutido na instalação do Mono."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:37
#, fuzzy
@@ -16554,10 +16609,13 @@ msgstr ""
"podem ser encontradas `aqui <https://download.mono-project.com/archive/>`_."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:40
#, fuzzy
msgid ""
"Additionally, your Godot version must have Mono support enabled, so ensure "
"you download the **Mono version** of Godot."
msgstr ""
"Adicionalmente, sua versão do Godot deve haver suporte a Mono ativado, então "
"se segure de que você baixe a versão Mono do Godot."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:42
#, fuzzy
@@ -16577,6 +16635,8 @@ msgid ""
"In summary, you must have installed 1) the correct Mono SDK version for your "
"Godot version, and 2) The Mono version of Godot."
msgstr ""
"Em resumo, você deve ter instalado 1) A versão correta do Mono SDK para a "
"sua versão do Godot, e 2) A versão Mono do Godot."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:47
msgid "Configuring an external editor"
@@ -16606,6 +16666,9 @@ msgid ""
"NET tools extension. Without this, Godot will crash when trying to create a "
"new C# project or edit a C# script."
msgstr ""
"Se você está utilizando o Visual Studio Code, se assegure de baixar e "
"instalar a extenção de ferramentas .NET. Sem isto, Godot irá ter problemas "
"ao criar um novo projeto em C# ou editar um script C#."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:60
msgid "Creating a C# script"
@@ -16920,9 +16983,12 @@ msgid "**Using the generic methods**"
msgstr "**Usando o operador AS**"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:47
#, fuzzy
msgid ""
"Generic methods are also provided to make this type conversion transparent."
msgstr ""
"Métodos genéricos também são providenciados para fazer esse tipo de "
"conversão transparente."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:49
msgid ""
@@ -38368,6 +38434,11 @@ msgid ""
"Godot uses them extensively. Developing a good understanding of vector math "
"is essential to becoming a strong game developer."
msgstr ""
"Este tutorial é uma introdução curta e prática à Álgebra Linear e como ela "
"se aplica ao desenvolvimento de jogos. A Álgebra Linear é o estudo de "
"vetores e seus usos. Vetores possuem diversas aplicações em desenvolvimento "
"2D e 3D, e Godot as usa extensivamente. Desenvolver um bom entendimento de "
"matemática vetorial é essencial para se tornar um bom desenvolvedor de jogos."
#: ../../docs/tutorials/math/vector_math.rst:15
msgid ""
@@ -45624,7 +45695,7 @@ msgstr ""
#: ../../docs/tutorials/viewports/viewports.rst:128
msgid "Capture"
msgstr ""
msgstr "Capturar"
#: ../../docs/tutorials/viewports/viewports.rst:130
msgid ""

View File

@@ -13,7 +13,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-09-03 18:22+0000\n"
"PO-Revision-Date: 2018-10-15 19:35+0000\n"
"Last-Translator: João Lopes <linux-man@hotmail.com>\n"
"Language-Team: Portuguese (Portugal) <https://hosted.weblate.org/projects/"
"godot-engine/godot-docs/pt_PT/>\n"
@@ -22,7 +22,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 3.2-dev\n"
"X-Generator: Weblate 3.2.1\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
@@ -12039,7 +12039,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:240
msgid "Action"
msgstr ""
msgstr "Ação"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:242
msgid ""
@@ -13973,7 +13973,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:2
#: ../../docs/development/file_formats/tscn.rst:153
msgid "Skeleton"
msgstr ""
msgstr "Esqueleto"
#: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:7
msgid "Rest Bone"
@@ -40104,7 +40104,7 @@ msgstr ""
#: ../../docs/tutorials/gui/custom_gui_controls.rst:112
#: ../../docs/tutorials/viewports/viewports.rst:38
msgid "Input"
msgstr ""
msgstr "Entrada"
#: ../../docs/tutorials/gui/custom_gui_controls.rst:114
msgid ""

File diff suppressed because it is too large Load Diff

View File

@@ -2,6 +2,7 @@
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
#
# BLu <blmasfon@gmail.com>, 2018.
# Milos Ponjavusic <brane@branegames.com>, 2018.
# Petar Ples <against.time.petar@gmail.com>, 2018.
#
@@ -10,8 +11,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-05-15 08:41+0000\n"
"Last-Translator: Milos Ponjavusic <brane@branegames.com>\n"
"PO-Revision-Date: 2018-09-21 20:35+0000\n"
"Last-Translator: BLu <blmasfon@gmail.com>\n"
"Language-Team: Serbian (latin) <https://hosted.weblate.org/projects/godot-"
"engine/godot-docs/sr_Latn/>\n"
"Language: sr_Latn\n"
@@ -20,7 +21,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && n"
"%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 3.0-dev\n"
"X-Generator: Weblate 3.2-dev\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
@@ -32,6 +33,9 @@ msgid ""
"documentation of the current **stable** branch? `Have a look here <http://"
"docs.godotengine.org/en/stable>`_."
msgstr ""
"Ovo je dokumentacija nestabilne (master) grane. Tražite dokumentaciju "
"trenutne **stabilne** grane? Pogledajte ovde <http://docs.godotengine.org/en/"
"stable>`_."
#: ../../docs/index.rst:13
msgid ""

View File

@@ -3,17 +3,19 @@
# This file is distributed under the same license as the Godot Engine package.
#
# <grenoscar@gmail.com>, 2018.
# Christoffer Sundbom <christoffer_karlsson@live.se>, 2018.
# Daniel K <danielkimblad@hotmail.com>, 2018.
# Tim Stahel <timstahel@gmail.com>, 2018.
# Tobias Björkdahl <tobbe_chevy@hotmail.com>, 2018.
# William Nilsson <wille@kalmarit.se>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-08-06 19:42+0000\n"
"Last-Translator: Daniel K <danielkimblad@hotmail.com>\n"
"PO-Revision-Date: 2018-10-03 05:37+0000\n"
"Last-Translator: Christoffer Sundbom <christoffer_karlsson@live.se>\n"
"Language-Team: Swedish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/sv/>\n"
"Language: sv\n"
@@ -21,11 +23,11 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 3.1.1\n"
"X-Generator: Weblate 3.2-dev\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
msgstr ""
msgstr "Godot Dokumentation - *master*-gren"
#: ../../docs/index.rst:9
msgid ""
@@ -420,15 +422,14 @@ msgstr ""
"Vad kan man göra med Godot? Hur mycket kostar den? Var finns licensvillkoren?"
#: ../../docs/about/faq.rst:9
#, fuzzy
msgid ""
"Godot is `Free and Open-Source Software <https://en.wikipedia.org/wiki/"
"Free_and_open-source_software>`_ available under the `OSI-approved <https://"
"opensource.org/licenses/MIT>`_ MIT license. This means it is free as in "
"\"free speech\" as well as in \"free beer.\""
msgstr ""
"Godot är fritt / öppen källkod tillgänglig att använda under `OSI-godkända "
"<https://opensource.org/licenses/MIT>`_ MIT licensen."
"Godot är fritt / öppen källkod och tillgänglig att använda under `OSI-"
"godkända <https://opensource.org/licenses/MIT>`_ MIT-licensen."
#: ../../docs/about/faq.rst:11
msgid "In short:"
@@ -439,18 +440,18 @@ msgid ""
"You are free to download and use Godot for any purpose, personal, non-"
"profit, commercial, or otherwise;"
msgstr ""
"Du är fri att ladda ner och använda Godot för alla ändamål. Personligt, "
"ideellt, kommersiellt eller annat;"
#: ../../docs/about/faq.rst:14
#, fuzzy
msgid ""
"You are free to modify, distribute, redistribute, and remix Godot to your "
"heart's content, for any reason, both non-commercially and commercially."
msgstr ""
"Du kan använda, dela med dig av och ändra på Godot så mycket som du känner "
"för"
"för."
#: ../../docs/about/faq.rst:16
#, fuzzy
msgid ""
"All the contents of this accompanying documentation are published under the "
"permissive Creative Commons Attribution 3.0 (`CC-BY 3.0 <https://"
@@ -459,8 +460,7 @@ msgid ""
msgstr ""
"Allt innehåll publiceras under den öppna Creative Commons Attribution 3.0 "
"(`CC-BY 3.0 <https://creativecommons.org/licenses/by/3.0/>`_) licensen, med "
"tillägnan till \"Juan Linietsky, Ariel Manzur and the Godot Engine community"
"\"."
"tillskrivning till \"Juan Linietsky, Ariel Manzur och Godot-gemenskapen.\""
#: ../../docs/about/faq.rst:20
msgid ""
@@ -468,6 +468,9 @@ msgid ""
"that some third-party libraries included with Godot's source code may have "
"different licenses."
msgstr ""
"Loggor och ikoner är vanligtvis under samma Creative Commons-licens. Notera "
"att vissa tredjeparts-bibliotek inkluderade med Godots källkod kan ha andra "
"licenser."
#: ../../docs/about/faq.rst:24
msgid ""
@@ -477,16 +480,22 @@ msgid ""
"txt <https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ "
"files in the Godot repository."
msgstr ""
"För mer detaljer, kolla `COPYRIGHT.txt <https://github.com/godotengine/godot/"
"blob/master/COPYRIGHT.txt>`_ och `LICENSE.txt <https://github.com/"
"godotengine/godot/blob/master/LICENSE.txt>`_ och `LOGO_LICENSE.txt <https://"
"github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ filerna i Godot "
"repositoryn."
#: ../../docs/about/faq.rst:28
msgid ""
"Also see `the license page on the Godot website <https://godotengine.org/"
"license>`_."
msgstr ""
"Se även `licenssidan på Godots hemsida <https://godotengine.org/license>`_."
#: ../../docs/about/faq.rst:31
msgid "Which platforms are supported by Godot?"
msgstr ""
msgstr "Vilka plattformer stöds av Godot?"
#: ../../docs/about/faq.rst:33
msgid "**For the editor:**"
@@ -494,66 +503,75 @@ msgstr ""
#: ../../docs/about/faq.rst:35
msgid "Windows"
msgstr ""
msgstr "Fönster"
#: ../../docs/about/faq.rst:36 ../../docs/about/faq.rst:42
msgid "Mac OS X"
msgstr ""
msgstr "Mac OS X"
#: ../../docs/about/faq.rst:37 ../../docs/about/faq.rst:43
msgid "X11 (Linux, \\*BSD)"
msgstr ""
msgstr "X11 (Linux, \\*BSD)"
#: ../../docs/about/faq.rst:39
msgid "**For exporting your games:**"
msgstr ""
msgstr "**För export av dina spel:**"
#: ../../docs/about/faq.rst:41
msgid "Windows (and UWP)"
msgstr ""
msgstr "Windows (och UWP)"
#: ../../docs/about/faq.rst:44
#: ../../docs/getting_started/step_by_step/exporting.rst:185
msgid "Android"
msgstr ""
msgstr "Android"
#: ../../docs/about/faq.rst:45
#: ../../docs/getting_started/step_by_step/exporting.rst:237
msgid "iOS"
msgstr ""
msgstr "iOS"
#: ../../docs/about/faq.rst:46
msgid "Web"
msgstr ""
msgstr "Webb"
#: ../../docs/about/faq.rst:48
msgid ""
"Both 32- and 64-bit binaries are supported where it makes sense, with 64 "
"being the default."
msgstr ""
"Både 32- och 64-bitar binärer stöds där det är logiskt, där 64 är standard."
#: ../../docs/about/faq.rst:51
msgid ""
"Some users also report building and using Godot successfully on ARM-based "
"systems with Linux, like the Raspberry Pi."
msgstr ""
"Vissa användare rapporterar även lyckade försök med att bygga och använda "
"Godot på ARM-baserade system med Linux, som t.ex Raspberry Pi."
#: ../../docs/about/faq.rst:54
#, fuzzy
msgid ""
"Additionally, there is some unofficial third-party work being done on "
"building for some consoles. However, none of this is included in the default "
"build scripts or export templates at this time."
msgstr ""
"Dessutom arbetas det inofficiellt från tredje-part på att bygga för vissa "
"konsoler. Däremot har inga av dessa inkluderats i byggscript eller "
"exportmallar ännu."
#: ../../docs/about/faq.rst:58
msgid ""
"For more on this, see the sections on :ref:`exporting <toc-learn-workflow-"
"export>` and :ref:`compiling Godot yourself <toc-devel-compiling>`."
msgstr ""
"För att se mer om detta, kolla sektionerna på :ref:`exportering <toc-learn-"
"workflow-export>` och :ref:`kompillera Godot själv <toc-devel-compiling>`."
#: ../../docs/about/faq.rst:62
msgid "Which programming languages are supported in Godot?"
msgstr ""
msgstr "Vilka programmeringsspråk stöds av Godot?"
#: ../../docs/about/faq.rst:64
msgid ""
@@ -561,8 +579,12 @@ msgid ""
"C#, and C++. See the subcategories for each language in the :ref:`scripting "
"<toc-learn-scripting>` section."
msgstr ""
"De officiellt stödda språken för Godot är: GDScript, Visual Scripting, C# "
"och C++. Se underkategorierna för varje språk i :ref:`scripting <toc-learn-"
"scripting>` sektionen."
#: ../../docs/about/faq.rst:68
#, fuzzy
msgid ""
"If you are just starting out with either Godot or game development in "
"general, GDScript is the recommended language to learn and use since it is "
@@ -571,6 +593,11 @@ msgid ""
"Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will "
"provide a fast, friendly, and capable way of developing your games."
msgstr ""
"Om du precis börjat med antingen Godot eller spelutveckling allmänt är "
"GDScript det rekommenderade språket att lära sig och använda eftersom att "
"det är gjort för Godot. Samtidigt som skriptspråk brukar ge sämre prestanda "
"än språk på låg nivå långsiktigt, ger GDScript dig ett snabbt, vänligt och "
"effektivt sätt att utveckla dina spel på."
#: ../../docs/about/faq.rst:75
msgid ""
@@ -582,6 +609,13 @@ msgid ""
"github.com/godotengine/godot/issues>`_ is a great way to start your "
"troubleshooting."
msgstr ""
"Notera att stödet för C# fortfarande är relativt nytt och därför kan du "
"stöta på problem längs vägen. Vår vänliga och hårt arbetande utvecklar-"
"gemenskap är alltid redo att tackla nya problem när de dyker upp; men "
"eftersom att detta är ett projekt med öppen källkod rekommenderar vi dig att "
"först försöka lösa det själv. Att söka igenom diskussioner på `öppna problem "
"<https://github.com/godotengine/godot/issues>`_ är ett bra ställe att börja "
"din felsökning på."
#: ../../docs/about/faq.rst:82
msgid ""
@@ -591,10 +625,15 @@ msgid ""
"bindings for Godot to `Python <https://github.com/touilleMan/godot-python>`_ "
"and `Nim <https://github.com/pragmagic/godot-nim>`_."
msgstr ""
"Vad gäller nya språk, det är möjligt med stöd av tredje part genom att "
"använda GDNative / NativeScript / PluginScript facilities. (Se frågan om "
"plugins nedan.) Det jobbas på det, till exempel en Godot to `Python <https://"
"github.com/touilleMan/godot-python>`_ och `Nim <https://github.com/pragmagic/"
"godot-nim>`_."
#: ../../docs/about/faq.rst:88
msgid "What is GDScript and why should I use it?"
msgstr ""
msgstr "Vad är GDScript och varför bör jag använda det?"
#: ../../docs/about/faq.rst:90
msgid ""
@@ -606,6 +645,13 @@ msgid ""
"and a complete overview of the power GDScript offers you, check out the "
"`GDScript scripting guide <gdscript_basics>`_."
msgstr ""
"GDScript är Godots integrerade skriptspråk. Det byggdes från grunden för att "
"maximera Godots potential med minsta möjliga koden för att tillåta både "
"nybörjare och experter att utnyttja Godots styrkor så snabbt som möjligt. Om "
"du någonsin har skrivit kod i ett språk som liknar Python kommer du att "
"känna dig som hemma. För att se exempel, historia och en komplett översikt "
"över styrkan som GDScript erbjuder dig, kolla in `GDScript skripting-guide "
"<gdscript_basics>`_."
#: ../../docs/about/faq.rst:97
msgid ""
@@ -614,6 +660,10 @@ msgid ""
"next AAA title--but the most salient reason is the overall **reduction of "
"complexity.**"
msgstr ""
"Det finns flera anledningar till värför du bör använda GDScript - speciellt "
"när du skapar prototyper, är i tidigt stadium att ditt projekt, eller inte "
"gör nästa AAA titel - men det mest framträdande anledningen är **minskningen "
"av komplexitet.**"
#: ../../docs/about/faq.rst:101
msgid ""
@@ -647,6 +697,8 @@ msgid ""
"typed languages can be found in the :ref:`doc_gdscript_more_efficiently` "
"tutorial."
msgstr ""
"Mer information om hur du blir bekväm med GDScript eller andra dynamiska "
"språk hittar du i guiden :ref:`doc_gdscript_more_efficiently`."
#: ../../docs/about/faq.rst:122
msgid "What were the motivations behind creating GDScript?"

60055
weblate/te.po Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -8,6 +8,7 @@
# monolifed <monolifed@gmail.com>, 2018.
# H.Hüseyin CİHANGİR <hashusfb@gmail.com>, 2018.
# Halil Üneş <halilunes@gmail.com>, 2018.
# Oğuzhan Özdemir <ozdemiroguzhan0@gmail.com>, 2018.
# Onur Sanır <onursanir@gmail.com>, 2018.
# Tuna Soncul <tsoncul@gmail.com>, 2018.
#
@@ -16,8 +17,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-07-30 10:00+0000\n"
"Last-Translator: Ceyhun Sezenoglu <sezenoglu@gmail.com>\n"
"PO-Revision-Date: 2018-10-24 18:43+0000\n"
"Last-Translator: Oğuzhan Özdemir <ozdemiroguzhan0@gmail.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/tr/>\n"
"Language: tr\n"
@@ -25,7 +26,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 3.1.1\n"
"X-Generator: Weblate 3.3-dev\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
@@ -110,7 +111,6 @@ msgid "Development"
msgstr "Geliştirme"
#: ../../docs/index.rst:99
#, fuzzy
msgid "Creating Content"
msgstr "İçerik Oluşturma"

View File

@@ -10,7 +10,7 @@ msgstr ""
"Project-Id-Version: Ukrainian (Godot Engine)\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-08-24 18:44+0000\n"
"PO-Revision-Date: 2018-09-11 10:27+0000\n"
"Last-Translator: Yuri Chornoivan <yurchor@ukr.net>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/uk/>\n"
@@ -573,7 +573,6 @@ msgid "Which programming languages are supported in Godot?"
msgstr "Підтримку яких мов програмування передбачено у Godot?"
#: ../../docs/about/faq.rst:64
#, fuzzy
msgid ""
"The officially supported languages for Godot are GDScript, Visual Scripting, "
"C#, and C++. See the subcategories for each language in the :ref:`scripting "
@@ -605,7 +604,6 @@ msgid ""
msgstr ""
#: ../../docs/about/faq.rst:82
#, fuzzy
msgid ""
"As for new languages, support is possible via third parties using the "
"GDNative / NativeScript / PluginScript facilities. (See question about "
@@ -613,9 +611,11 @@ msgid ""
"bindings for Godot to `Python <https://github.com/touilleMan/godot-python>`_ "
"and `Nim <https://github.com/pragmagic/godot-nim>`_."
msgstr ""
"Також ведуться роботи, наприклад, над неофіційними прив'язками Godot до "
"`Python <https://github.com/touilleMan/godot-python>`_ і `Nim <https://"
"github.com/pragmagic/godot-nim>`_."
"Що стосується нових мов, можлива підтримка за допомогою стороннього коду з "
"використанням можливостей GDNative / NativeScript / PluginScript. (Див. "
"питання щодо додатків нижче.) Також ведуться роботи, наприклад, над "
"неофіційними прив'язками Godot до `Python <https://github.com/touilleMan/"
"godot-python>`_ і `Nim <https://github.com/pragmagic/godot-nim>`_."
#: ../../docs/about/faq.rst:88
msgid "What is GDScript and why should I use it?"
@@ -695,13 +695,13 @@ msgid ""
msgstr ""
#: ../../docs/about/faq.rst:126
#, fuzzy
msgid ""
"Poor thread support in most script VMs, and Godot uses threads (Lua, Python, "
"Squirrel, JS, AS, etc.)."
msgstr ""
"У більшості віртуальних машин для скриптів немає хорошої підтримки потоку, а "
"Godot використовує потоки (Lua, Python, Squirrel, JS, AS та ін.)."
"У більшості віртуальних машин для скриптів немає хорошої підтримки потоків "
"виконання, а Godot використовує потоки (Lua, Python, Squirrel, JS, AS та "
"ін.)."
#: ../../docs/about/faq.rst:128
#, fuzzy
@@ -13241,7 +13241,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:155
msgid "end"
msgstr ""
msgstr "end"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:155
msgid "End"

View File

@@ -11,8 +11,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-09-09 12:15+0200\n"
"PO-Revision-Date: 2018-07-22 06:42+0000\n"
"Last-Translator: 38569459 <xxx38569459@gmail.com>\n"
"PO-Revision-Date: 2018-10-05 02:39+0000\n"
"Last-Translator: 01lifeleft <01lifeleft@gmail.com>\n"
"Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/vi/>\n"
"Language: vi\n"
@@ -20,7 +20,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 3.1-dev\n"
"X-Generator: Weblate 3.2-dev\n"
#: ../../docs/index.rst:7
#, fuzzy
@@ -85,6 +85,13 @@ msgid ""
"<https://discord.gg/zH7NUgz>`_, or the ``#godotengine-doc`` channel on `irc."
"freenode.net <http://webchat.freenode.net/?channels=#godotengine-doc>`_!"
msgstr ""
"Gửi một vấn đề (issue) hoặc kéo yêu cầu (pull request) trên `GitHub "
"repository <https://github.com/godotengine/godot-docs/issues>`_, cùng giúp "
"`dịch bộ tài liệu <https://hosted.weblate.org/engage/godot-engine/>`_ thành "
"ngôn ngữ của bạn, hoặc thảo luận cùng nhau trên cả kênh ``#documentation`` "
"trong `Discord <https://discord.gg/zH7NUgz>`_, hoặc trên kênh ``#godotengine-"
"doc`` ở `irc.freenode.net <http://webchat.freenode.net/?"
"channels=#godotengine-doc>`_!"
#: ../../docs/index.rst:43
#, fuzzy
@@ -114,7 +121,7 @@ msgstr "Nhà phát triển"
#: ../../docs/index.rst:99
msgid "Creating Content"
msgstr ""
msgstr "Tạo nội dung"
#: ../../docs/index.rst:107 ../../docs/community/index.rst:2
#, fuzzy
@@ -206,9 +213,10 @@ msgid ""
"contents of this documentation, so that you know where to start if you are a "
"beginner or where to look if you need info on a specific feature."
msgstr ""
"Trang này nhắm tới mục đích đưa ra một bài trình bày rõ ràng về phần mềm "
"nội dung của bộ tài liệu này, để người mới ng biết nên bắt đầu từ đâu hoặc "
"là nơi để tham khảo nếu đang cần tìm kiếm về một tính năng cụ thể nào."
"Trang này hướng tới mục đích đưa ra một bài thuyết trình rõ ràng về phần mềm "
"nội dung của bộ tài liệu này, để người mới sử dụng biết nên bắt đầu từ "
"đâu, hoặc là nơi để tham khảo nếu đang cần tìm kiếm về một tính năng cụ thể "
"nào đó."
#: ../../docs/about/introduction.rst:21
msgid "About Godot Engine"
@@ -444,6 +452,8 @@ msgid ""
"You are free to download and use Godot for any purpose, personal, non-"
"profit, commercial, or otherwise;"
msgstr ""
"Bạn có thể tải và dùng Godot miễn phí cho bất cứ mục đích nào, cá nhân, phi "
"lợi nhuận, thương mại, hoặc khác;"
#: ../../docs/about/faq.rst:14
#, fuzzy
@@ -559,6 +569,8 @@ msgid ""
"Some users also report building and using Godot successfully on ARM-based "
"systems with Linux, like the Raspberry Pi."
msgstr ""
"Vài người dùng được biết đang dựng và sử dụng thành công Godot trên hệ thống "
"dựa trên ARM với Linux, như Raspberry Pi."
#: ../../docs/about/faq.rst:54
#, fuzzy
@@ -606,6 +618,12 @@ msgid ""
"Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will "
"provide a fast, friendly, and capable way of developing your games."
msgstr ""
"Nếu bạn chỉ mới bắt đầu với Godot hoặc phát triển game nói chung, GDScript "
"là ngôn ngữ được khuyến khích để học và sử dụng vì nó là đồ cây nhà lá vườn "
"của Godot. Dù những ngôn ngữ soạn thảo thường chạy yếu hơn những ngôn ngữ "
"bậc thấp về lâu dài, với prototyping, phát triển sản phẩm khả thi tối thiểu "
"(MVPs), và tập trung vào Time-To-Market (TTM), GDScript sẽ cung cấp một giải "
"pháp thiết kế game nhanh, thân thiện và hiệu quả."
#: ../../docs/about/faq.rst:75
msgid ""
@@ -617,6 +635,12 @@ msgid ""
"github.com/godotengine/godot/issues>`_ is a great way to start your "
"troubleshooting."
msgstr ""
"Cần chú ý rằng việc hỗ trợ C# vẫn còn mới, vì vậy bạn có thể sẽ gặp vài vấn "
"đề về lâu dài. Cộng đồng phát triển thân thiện và cần cù luôn sẵn sàng để xử "
"lí khi phát hiện những vấn đề mới, nhưng vì đây là dự án mã nguồn mở, chúng "
"tôi khuyến khích bạn nên tự tìm hiểu về nó trước. Tìm kiếm trong những thảo "
"luận trên `những vấn đề mở <https://github.com/godotengine/godot/issues>`_ "
"là cách tuyệt vời để bắt đầu tìm hướng giải quyết."
#: ../../docs/about/faq.rst:82
msgid ""
@@ -626,10 +650,15 @@ msgid ""
"bindings for Godot to `Python <https://github.com/touilleMan/godot-python>`_ "
"and `Nim <https://github.com/pragmagic/godot-nim>`_."
msgstr ""
"Với những ngôn ngữ mới, hỗ trợ là khả thi bằng nhóm thứ ba bằng cơ sở "
"GDNative / NativeScript / PluginScript. (Xem câu hỏi về plugins bên dưới.) "
"Những việc đang được thực hiện, ví dụ, trên phần không chính thức cho Godot "
"cho `Python <https://github.com/touilleMan/godot-python>`_ và `Nim <https://"
"github.com/pragmagic/godot-nim>`_."
#: ../../docs/about/faq.rst:88
msgid "What is GDScript and why should I use it?"
msgstr ""
msgstr "GDScript là gì và tại sao tôi nên sử dụng nó?"
#: ../../docs/about/faq.rst:90
msgid ""
@@ -641,6 +670,13 @@ msgid ""
"and a complete overview of the power GDScript offers you, check out the "
"`GDScript scripting guide <gdscript_basics>`_."
msgstr ""
"GDScript là một ngôn ngữ kịch bản được tích hợp vào Godot. Nó được dựng từ "
"đầu để phát huy tối đa tiềm năng của Godot trong việc sử dụng ít dòng code "
"nhất, giúp cả lập trình viên nghiệp dư và thành thạo tận dụng tối đa sức "
"mạnh của Godot nhanh nhất có thể. Nếu đã từng viết những ngôn ngữ như Python "
"trước đây thì bạn sẽ cảm thấy rất quen thuộc. Nếu muốn có bài ví dụ, lịch "
"sử, và một góc nhìn tổng quát về sức mạnh của GDScript, hãy xem thử `hướng "
"dẫn sử dụng GDScript <gdscript_basics>`_."
#: ../../docs/about/faq.rst:97
msgid ""
@@ -649,6 +685,9 @@ msgid ""
"next AAA title--but the most salient reason is the overall **reduction of "
"complexity.**"
msgstr ""
"Có vài lí do để sử dụng GDScript-- đặc biệt khi bạn đang viết bản chạy thử, "
"trong quá trình alpha/beta của dự án, hoặc không có ý định tạo ra tựa game "
"AAA tiếp theo--nhưng lí do nổi bật nhất đó là **giảm độ phức tạp.**"
#: ../../docs/about/faq.rst:101
msgid ""
@@ -689,21 +728,27 @@ msgid ""
"typed languages can be found in the :ref:`doc_gdscript_more_efficiently` "
"tutorial."
msgstr ""
"Nhiều thông tin hơn về việc làm quen với GDScript hoặc ngôn ngữ nhập động có "
"thể được tìm thấy trong bài hướng dẫn :ref:`doc_gdscript_more_efficiently`."
#: ../../docs/about/faq.rst:122
msgid "What were the motivations behind creating GDScript?"
msgstr ""
msgstr "Động lực nào thúc đẩy việc tạo ra GDScript?"
#: ../../docs/about/faq.rst:124
msgid ""
"The main reasons for creating a custom scripting language for Godot were:"
msgstr ""
"Những lí do chính trong việc tạo ra ngôn ngữ lập trình riêng cho Godot là:"
#: ../../docs/about/faq.rst:126
#, fuzzy
msgid ""
"Poor thread support in most script VMs, and Godot uses threads (Lua, Python, "
"Squirrel, JS, AS, etc.)."
msgstr ""
"Hỗ trợ thread kém trong đa số script VMs, và Godot sử dụng threads (Lua, "
"Python, Squirrel, JS, AS, vv...)"
#: ../../docs/about/faq.rst:128
msgid ""
@@ -733,36 +778,45 @@ msgid ""
"Garbage collector results in stalls or unnecessarily large memory usage "
"(Lua, Python, JS, AS, etc.)."
msgstr ""
"Thu gom rác thường làm đứng hoặc sử dụng quá nhiều bộ nhớ không cần thiết "
"(Lua, Python, JS, AS, vv...)."
#: ../../docs/about/faq.rst:138
msgid ""
"Difficulty to integrate with the code editor for providing code completion, "
"live editing, etc. (all of them). This is well supported by GDScript."
msgstr ""
"Khó khăn để tích hợp với code editor bằng cách cung cấp tính năng tự hoàn "
"thành đoạn mã, chỉnh sửa trực tiếp, vv. (tất cả). Điều này được hỗ trợ tốt "
"với GDScript."
#: ../../docs/about/faq.rst:142
msgid "GDScript was designed to curtail the issues above and more."
msgstr ""
msgstr "GDScript đã được thiết kế để giải quyết những vấn đề và hơn nữa."
#: ../../docs/about/faq.rst:145
msgid "What type of 3D model formats does Godot support?"
msgstr ""
msgstr "Godot hỗ trợ những định dạng mô hình 3D nào?"
#: ../../docs/about/faq.rst:147
msgid ""
"Godot supports Collada via the `OpenCollada <https://github.com/KhronosGroup/"
"OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter (Maya, 3DSMax)."
msgstr ""
"Godot hỗ trợ Collada qua `OpenCollada <https://github.com/KhronosGroup/"
"OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter (Maya, 3DSMax)."
#: ../../docs/about/faq.rst:149
msgid ""
"If you are using Blender, take a look at our own `Better Collada Exporter "
"<https://godotengine.org/download>`_."
msgstr ""
"Nếu đang sử dụng Blender, bạn hãy xem thử `Better Collada Exporter của chúng "
"tôi <https://godotengine.org/download>`_."
#: ../../docs/about/faq.rst:151
msgid "As of Godot 3.0, glTF is supported."
msgstr ""
msgstr "Với Godot 3.0, glTF được hỗ trợ."
#: ../../docs/about/faq.rst:153
msgid ""
@@ -777,7 +831,7 @@ msgstr ""
msgid ""
"Will [Insert closed SDK such as PhysX, GameWorks, etc.] be supported in "
"Godot?"
msgstr ""
msgstr "Godot có hỗ trợ SDK đóng như PhysX, GameWorks, vv... không?"
#: ../../docs/about/faq.rst:161
msgid ""
@@ -885,7 +939,7 @@ msgstr ""
#: ../../docs/about/faq.rst:214
msgid "And that's it! Your game should work in multiple resolutions."
msgstr ""
msgstr "Thế là xong! Trò chơi của bạn sẽ hoạt động trên nhiều độ phân giải."
#: ../../docs/about/faq.rst:216
msgid ""
@@ -894,31 +948,41 @@ msgid ""
"to shrink images, and set that build to be used for certain screen sizes in "
"the App Store or Google Play."
msgstr ""
"Nếu muốn trò chơi của bạn chạy được trên những thiết bị cổ đại với màn hình "
"nhỏ (chiều rộng nhỏ hơn 300 pixel), bạn có thể sử dụng lựa chọn xuất là thu "
"nhỏ hình ảnh, và chỉnh bản dựng đó để có thể sử dụng với một số kích cỡ màn "
"hình trên App Store hoặc Google Play."
#: ../../docs/about/faq.rst:222
msgid "How can I extend Godot?"
msgstr ""
msgstr "Làm sao để mở rộng Godot?"
#: ../../docs/about/faq.rst:224
#, fuzzy
msgid ""
"For extending Godot, like creating Godot Editor plugins or adding support "
"for additional languages, take a look at :ref:`EditorPlugins "
"<doc_making_plugins>` and tool scripts."
msgstr ""
"Để mở rộng Godot, như tạo plugin cho Godot Editor hoặc hỗ trợ thêm ngôn ngữ "
"khác, xem thử :ref:`EditorPlugins <doc_making_plugins>` và tool scripts."
#: ../../docs/about/faq.rst:228
msgid "Also see the official blog posts on these topics:"
msgstr ""
"Ngoài ra bạn có thể xem thử những bài blog chính thức về những vấn đề này:"
#: ../../docs/about/faq.rst:230
msgid ""
"`A look at the GDNative architecture <https://godotengine.org/article/look-"
"gdnative-architecture>`_"
msgstr ""
"`Xem thử cấu trúc của GDNative <https://godotengine.org/article/look-"
"gdnative-architecture>`_"
#: ../../docs/about/faq.rst:231
msgid "`GDNative is here! <https://godotengine.org/article/dlscript-here>`_"
msgstr ""
msgstr "`GDNative đây! <https://godotengine.org/article/dlscript-here>`_"
#: ../../docs/about/faq.rst:233
msgid ""
@@ -930,13 +994,15 @@ msgstr ""
#: ../../docs/about/faq.rst:239
msgid "I would like to contribute! How can I get started?"
msgstr ""
msgstr "Tôi muốn đóng góp! Làm sao để bắt đầu?"
#: ../../docs/about/faq.rst:241
msgid ""
"Awesome! As an open-source project, Godot thrives off of the innovation and "
"ambition of developers like you."
msgstr ""
"Tuyệt vời! Vì là một dự án mã nguồn mở, Godot phát triển hơn là nhờ sự nhiệt "
"huyết và sáng kiến của những lập trình viên như bạn."
#: ../../docs/about/faq.rst:244
msgid ""
@@ -949,7 +1015,7 @@ msgstr ""
#: ../../docs/about/faq.rst:249
msgid "I have a great idea for Godot. How can I share it?"
msgstr ""
msgstr "Tôi có một sáng kiến tuyệt vời cho Godot. Làm sao để chia sẻ nó?"
#: ../../docs/about/faq.rst:251
msgid ""
@@ -969,33 +1035,38 @@ msgid ""
"Most developers in the Godot community will be more interested to learn "
"about things like:"
msgstr ""
"Đa số lập trình viên ở cộng đồng Godot sẽ thích thú hơn khi biết thêm về "
"những điều như:"
#: ../../docs/about/faq.rst:263
msgid ""
"Your experience using the software and the problems you have (we care about "
"this much more than ideas on how to improve it)."
msgstr ""
"Quá trình trải nghiệm phần mềm và những vấn đề bạn gặp phải (chúng tôi quan "
"tâm tới điều này nhiều hơn là ý kiến về việc làm sao để cải thiện nó)."
#: ../../docs/about/faq.rst:265
msgid ""
"The features you would like to see implemented because you need them for "
"your project."
msgstr ""
"Những tính năng bạn muốn thấy được tích hợp vì đang cần nó cho dự án của bạn."
#: ../../docs/about/faq.rst:267
msgid ""
"The concepts that were difficult to understand while learning the software."
msgstr ""
msgstr "Những khái niệm quá mơ hồ khi đang học phần mềm."
#: ../../docs/about/faq.rst:268
msgid "The parts of your workflow you would like to see optimized."
msgstr ""
msgstr "Những phần trong tiến trình công việc mà bạn muốn thấy được tối ưu."
#: ../../docs/about/faq.rst:269
msgid ""
"Parts where you missed clear tutorials or where the documentation wasn't "
"clear."
msgstr ""
msgstr "Những phần thiếu bài hướng dẫn rõ ràng hoặc tài liệu chưa dễ hiểu."
#: ../../docs/about/faq.rst:271
msgid ""
@@ -1018,18 +1089,20 @@ msgid ""
"Bonus points for bringing screenshots, concrete numbers, test cases, or "
"example projects (if applicable)."
msgstr ""
"Cộng thêm điểm cho ai có ảnh chụp màn hình, số liệu cụ thể, bài test, hoặc "
"project mẫu (nếu được)."
#: ../../docs/about/faq.rst:285
msgid "How can I support Godot development or contribute?"
msgstr ""
msgstr "Làm sao để hỗ trợ hoặc góp sức cho việc phát triển Godot?"
#: ../../docs/about/faq.rst:287
msgid "See :ref:`doc_ways_to_contribute`."
msgstr ""
msgstr "Xem :ref:`doc_ways_to_contribute`."
#: ../../docs/about/faq.rst:290
msgid "Who is working on Godot? How can I contact you?"
msgstr ""
msgstr "Ai đang phát triển Godot? Làm sao để liên hê người đó?"
#: ../../docs/about/faq.rst:292
msgid ""
@@ -1040,11 +1113,11 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/index.rst:2
#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:108
msgid "Step by step"
msgstr ""
msgstr "Từng bước"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:4
msgid "Introduction to Godots editor"
msgstr ""
msgstr "Hướng dẫn Godot's editor"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:6
msgid ""
@@ -1067,49 +1140,54 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:49
#: ../../docs/tutorials/assetlib/using_assetlib.rst:16
#: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:22
#, fuzzy
msgid "|image0|"
msgstr "|nh 0|"
msgstr "|nh0|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:18
msgid ""
"In the top-right corner youll find a drop-down menu to change the editors "
"language."
msgstr ""
"Ở góc trên cùng bên phải có một bảng menu kéo xuống để thay đổi ngôn ngữ "
"trình biên tập."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:21
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:57
#: ../../docs/tutorials/assetlib/using_assetlib.rst:48
msgid "|image1|"
msgstr ""
msgstr "|hình1|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:23
msgid ""
"From the **Templates** tab you can download open source project templates "
"and demos to help you get started faster."
msgstr ""
"Từ tab **Templates** bạn có thể tải project templates mã nguồn mở và bản "
"demo để giúp bắt đầu nhanh hơn."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:26
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:71
#: ../../docs/tutorials/assetlib/using_assetlib.rst:58
msgid "|image2|"
msgstr ""
msgstr "|hình2|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:29
msgid "Create or import a project"
msgstr ""
msgstr "Tạo hoặc nhập vào một dự án"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:31
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."
msgstr ""
"Để tạo một dự án mới, nhấp vào nút ``Dự án mới`` ở bên phải. Đặt tên và chọn "
"một folder trống trên máy tính để lưu lại."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:34
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:91
#: ../../docs/tutorials/assetlib/using_assetlib.rst:83
msgid "|image3|"
msgstr ""
msgstr "|hình3|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:36
msgid ""
@@ -7937,7 +8015,7 @@ msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:19
#: ../../docs/community/contributing/documentation_guidelines.rst:102
msgid "License"
msgstr ""
msgstr "Cấp phép"
#: ../../docs/getting_started/editor/unity_to_godot.rst:19
msgid ""
@@ -20986,7 +21064,7 @@ msgstr ""
#: ../../docs/tutorials/3d/spatial_material.rst:382
msgid "Depth"
msgstr ""
msgstr "Chiều sâu"
#: ../../docs/tutorials/3d/spatial_material.rst:384
msgid ""
@@ -40148,7 +40226,7 @@ msgstr ""
#: ../../docs/tutorials/gui/custom_gui_controls.rst:112
#: ../../docs/tutorials/viewports/viewports.rst:38
msgid "Input"
msgstr ""
msgstr "Nhập"
#: ../../docs/tutorials/gui/custom_gui_controls.rst:114
msgid ""
@@ -41786,7 +41864,7 @@ msgstr ""
#: ../../docs/tutorials/shading/shading_language.rst:124
msgid "Members"
msgstr ""
msgstr "Những Thành viên"
#: ../../docs/tutorials/shading/shading_language.rst:126
msgid ""
@@ -56837,7 +56915,7 @@ msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:313
msgid "Future"
msgstr ""
msgstr "Tương lai"
#: ../../docs/development/cpp/creating_android_modules.rst:315
msgid ""

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