Merge Sphinx translations with Weblate translations

Adds Finnish, Italian and Japanese.
This commit is contained in:
Rémi Verschelde
2019-07-15 19:40:07 +02:00
parent 717516451e
commit 6ae974a7a1
3288 changed files with 263679 additions and 20223 deletions

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -49,397 +49,464 @@ msgid "New tutorials since version 3.1"
msgstr "Neue Tutorials seit Version 3.0"
#: ../../docs/about/docs_changelog.rst:17
msgid "Internationalization"
msgstr "Internationalisierung"
#: ../../docs/about/docs_changelog.rst:19
#, fuzzy
msgid ":ref:`doc_localization_using_gettext`"
msgstr "Lokalisierung"
#: ../../docs/about/docs_changelog.rst:22
msgid "New tutorials since version 3.0"
msgstr "Neue Tutorials seit Version 3.0"
#: ../../docs/about/docs_changelog.rst:25
msgid "Step-by-step"
msgstr "Schritt für Schritt"
#: ../../docs/about/docs_changelog.rst:27
#, fuzzy
msgid ":ref:`doc_signals`"
msgstr ":ref:`Signale <doc_signals>`"
#: ../../docs/about/docs_changelog.rst:28
#, fuzzy
msgid ":ref:`doc_exporting`"
msgstr ":ref:`Exportieren <doc_exporting>`"
#: ../../docs/about/docs_changelog.rst:31
#: ../../docs/about/docs_changelog.rst:103
msgid "Project workflow"
msgstr "Projekt-Workflow"
#: ../../docs/about/docs_changelog.rst:33
#: ../../docs/about/docs_changelog.rst:19
#, fuzzy
msgid ":ref:`doc_android_custom_build`"
msgstr ":ref:`Benutzerdefinierte Builds für Android<doc_android_custom_build>`"
#: ../../docs/about/docs_changelog.rst:22
#: ../../docs/about/docs_changelog.rst:118
msgid "2D"
msgstr "2D"
#: ../../docs/about/docs_changelog.rst:24
#, fuzzy
msgid ":ref:`doc_2d_sprite_animation`"
msgstr ":ref:`Szenenorganisation <doc_scene_organization>`"
#: ../../docs/about/docs_changelog.rst:27
msgid "Audio"
msgstr "Audio"
#: ../../docs/about/docs_changelog.rst:29
#, fuzzy
msgid ":ref:`doc_sync_with_audio`"
msgstr ":ref:`Shader <doc_shaders>`"
#: ../../docs/about/docs_changelog.rst:32
msgid "Math"
msgstr ""
#: ../../docs/about/docs_changelog.rst:34
#, fuzzy
msgid ":ref:`doc_beziers_and_curves`"
msgstr ":ref:`Shader <doc_shaders>`"
#: ../../docs/about/docs_changelog.rst:35
#, fuzzy
msgid ":ref:`doc_interpolation`"
msgstr ":ref:`Exportieren <doc_exporting>`"
#: ../../docs/about/docs_changelog.rst:38
msgid "Inputs"
msgstr ""
#: ../../docs/about/docs_changelog.rst:40
#, fuzzy
msgid ":ref:`doc_input_examples`"
msgstr ":ref:`Signale <doc_signals>`"
#: ../../docs/about/docs_changelog.rst:43
msgid "Internationalization"
msgstr "Internationalisierung"
#: ../../docs/about/docs_changelog.rst:45
#, fuzzy
msgid ":ref:`doc_localization_using_gettext`"
msgstr "Lokalisierung"
#: ../../docs/about/docs_changelog.rst:48
#: ../../docs/about/docs_changelog.rst:154
msgid "Shading"
msgstr "Schattieren"
#: ../../docs/about/docs_changelog.rst:54
msgid "Your First Shader Series:"
msgstr "Dein erster Shader (Serie)"
#: ../../docs/about/docs_changelog.rst:51
#, fuzzy
msgid ":ref:`doc_what_are_shaders`"
msgstr ":ref:`Was sind Shader? <doc_what_are_shaders>`"
#: ../../docs/about/docs_changelog.rst:52
#, fuzzy
msgid ":ref:`doc_your_first_canvasitem_shader`"
msgstr ":ref:`Dein erster CanvasItem-Shader <doc_canvas_item_shader>`"
#: ../../docs/about/docs_changelog.rst:53
#, fuzzy
msgid ":ref:`doc_your_first_spatial_shader`"
msgstr ":ref:`Dein erster Spatial-Shader <doc_your_first_spatial_shader>`"
#: ../../docs/about/docs_changelog.rst:54
#, fuzzy
msgid ":ref:`doc_your_second_spatial_shader`"
msgstr ""
":ref:`Dein erster Spatial Shader: Teil 2 <doc_your_second_spatial_shader>`"
#: ../../docs/about/docs_changelog.rst:57
msgid "Networking"
msgstr ""
#: ../../docs/about/docs_changelog.rst:59
#, fuzzy
msgid ":ref:`doc_webrtc`"
msgstr ":ref:`Exportieren <doc_exporting>`"
#: ../../docs/about/docs_changelog.rst:62
#: ../../docs/about/docs_changelog.rst:173
msgid "Plugins"
msgstr "Erweiterungen"
#: ../../docs/about/docs_changelog.rst:64
#, fuzzy
msgid ":ref:`doc_android_plugin`"
msgstr ":ref:`Android-Plugins erstellen <doc_android_plugin>`"
#: ../../docs/about/docs_changelog.rst:65
#, fuzzy
msgid ":ref:`doc_inspector_plugins`"
msgstr ":ref:`Spatial gizmo Plug-Ins <doc_spatial_gizmo_plugins>`"
#: ../../docs/about/docs_changelog.rst:68
#: ../../docs/about/docs_changelog.rst:184
msgid "Multi-threading"
msgstr "Multi-threading"
#: ../../docs/about/docs_changelog.rst:70
#, fuzzy
msgid ":ref:`doc_using_multiple_threads`"
msgstr ":ref:`Verwendung von MultiMesh's <doc_making_trees>`"
#: ../../docs/about/docs_changelog.rst:73
#: ../../docs/about/docs_changelog.rst:189
msgid "Creating content"
msgstr "Inhalte erstellen"
#: ../../docs/about/docs_changelog.rst:75
#, fuzzy
msgid ":ref:`doc_procedural_geometry`"
msgstr ":ref:`Partikelshader <doc_particle_shader>`"
#: ../../docs/about/docs_changelog.rst:78
msgid "Optimization"
msgstr "Optimierung"
#: ../../docs/about/docs_changelog.rst:80
#, fuzzy
msgid ":ref:`doc_using_multimesh`"
msgstr ":ref:`Verwendung von MultiMesh's <doc_making_trees>`"
#: ../../docs/about/docs_changelog.rst:81
#, fuzzy
msgid ":ref:`doc_using_servers`"
msgstr ":ref:`Server verwenden <doc_making_trees>`"
#: ../../docs/about/docs_changelog.rst:84
msgid "Legal"
msgstr "Rechtliches"
#: ../../docs/about/docs_changelog.rst:86
#, fuzzy
msgid ":ref:`doc_complying_with_licenses`"
msgstr ":ref:`Einhalten von Lizenzen <doc_complying_with_licenses>`"
#: ../../docs/about/docs_changelog.rst:89
msgid "New tutorials since version 3.0"
msgstr "Neue Tutorials seit Version 3.0"
#: ../../docs/about/docs_changelog.rst:92
msgid "Step by step"
msgstr "Schritt für Schritt"
#: ../../docs/about/docs_changelog.rst:94
#, fuzzy
msgid ":ref:`doc_signals`"
msgstr ":ref:`Signale <doc_signals>`"
#: ../../docs/about/docs_changelog.rst:95
#, fuzzy
msgid ":ref:`doc_exporting`"
msgstr ":ref:`Exportieren <doc_exporting>`"
#: ../../docs/about/docs_changelog.rst:98
msgid "Scripting"
msgstr "Scripting"
#: ../../docs/about/docs_changelog.rst:100
#, fuzzy
msgid ":ref:`doc_gdscript_static_typing`"
msgstr ":ref:`Typisiertes GDscript <doc_gdscript_static_typing>`"
#: ../../docs/about/docs_changelog.rst:115
msgid "Best Practices:"
msgstr "Bewährte Techniken:"
#: ../../docs/about/docs_changelog.rst:36
#: ../../docs/about/docs_changelog.rst:106
#, fuzzy
msgid ":ref:`doc_introduction_best_practices`"
msgstr ":ref:`Einführung <doc_introduction_best_practices>`"
#: ../../docs/about/docs_changelog.rst:37
#: ../../docs/about/docs_changelog.rst:107
#, fuzzy
msgid ":ref:`doc_what_are_godot_classes`"
msgstr ":ref:`Was sind Godot Klassen <doc_what_are_godot_classes>`"
#: ../../docs/about/docs_changelog.rst:38
#: ../../docs/about/docs_changelog.rst:108
#, fuzzy
msgid ":ref:`doc_scene_organization`"
msgstr ":ref:`Szenenorganisation <doc_scene_organization>`"
#: ../../docs/about/docs_changelog.rst:39
#: ../../docs/about/docs_changelog.rst:109
#, fuzzy
msgid ":ref:`doc_scenes_versus_scripts`"
msgstr ":ref:`Szenen Versus Skripte <doc_scenes_versus_scripts>`"
#: ../../docs/about/docs_changelog.rst:40
#: ../../docs/about/docs_changelog.rst:110
#, fuzzy
msgid ":ref:`doc_autoloads_versus_internal_nodes`"
msgstr ""
":ref:`Autoloads vs. interne Nodes <doc_autoloads_versus_internal_nodes>`"
#: ../../docs/about/docs_changelog.rst:41
#: ../../docs/about/docs_changelog.rst:111
#, fuzzy
msgid ":ref:`doc_node_alternatives`"
msgstr ":ref:`Node Alternativen <doc_node_alternatives>`"
#: ../../docs/about/docs_changelog.rst:42
#: ../../docs/about/docs_changelog.rst:112
#, fuzzy
msgid ":ref:`doc_godot_interfaces`"
msgstr ":ref:`Godot Interfaces <doc_godot_interfaces>`"
#: ../../docs/about/docs_changelog.rst:43
#: ../../docs/about/docs_changelog.rst:113
#, fuzzy
msgid ":ref:`doc_godot_notifications`"
msgstr ":ref:`Godot Benachrichtigungen <doc_godot_notifications>`"
#: ../../docs/about/docs_changelog.rst:44
#: ../../docs/about/docs_changelog.rst:114
#, fuzzy
msgid ":ref:`doc_data_preferences`"
msgstr ":ref:`Datenvoreinstellungen <doc_data_preferences>`"
#: ../../docs/about/docs_changelog.rst:45
#: ../../docs/about/docs_changelog.rst:115
#, fuzzy
msgid ":ref:`doc_logic_preferences`"
msgstr ":ref:`Logikvoreinstellungen <doc_logic_preferences>`"
#: ../../docs/about/docs_changelog.rst:48
msgid "Scripting"
msgstr "Scripting"
#: ../../docs/about/docs_changelog.rst:50
#, fuzzy
msgid ":ref:`doc_gdscript_static_typing`"
msgstr ":ref:`Typisiertes GDscript <doc_gdscript_static_typing>`"
#: ../../docs/about/docs_changelog.rst:53
msgid "2D"
msgstr "2D"
#: ../../docs/about/docs_changelog.rst:55
#: ../../docs/about/docs_changelog.rst:120
#, fuzzy
msgid ":ref:`doc_2d_lights_and_shadows`"
msgstr ":ref:`2D Lichter und Schatten <doc_2d_lights_and_shadows>`"
#: ../../docs/about/docs_changelog.rst:56
#: ../../docs/about/docs_changelog.rst:121
#, fuzzy
msgid ":ref:`doc_2d_meshes`"
msgstr ":ref:`2D Meshes <doc_2d_meshes>`"
#: ../../docs/about/docs_changelog.rst:59
#: ../../docs/about/docs_changelog.rst:124
msgid "3D"
msgstr "3D"
#: ../../docs/about/docs_changelog.rst:61
#: ../../docs/about/docs_changelog.rst:126
#, fuzzy
msgid ":ref:`doc_csg_tools`"
msgstr ":ref:`CSG <doc_csg_tools>`"
#: ../../docs/about/docs_changelog.rst:62
#: ../../docs/about/docs_changelog.rst:127
#, fuzzy
msgid ":ref:`doc_animating_thousands_of_fish`"
msgstr ":ref:`doc_matrices_and_transforms`"
#: ../../docs/about/docs_changelog.rst:63
#: ../../docs/about/docs_changelog.rst:128
#, fuzzy
msgid ":ref:`doc_controlling_thousands_of_fish`"
msgstr ""
":ref:` Tausende Fische mit Partikeln steuern "
"<doc_controlling_thousands_of_fish>`"
#: ../../docs/about/docs_changelog.rst:66
#: ../../docs/about/docs_changelog.rst:131
msgid "Physics"
msgstr "Physik"
#: ../../docs/about/docs_changelog.rst:68
#: ../../docs/about/docs_changelog.rst:133
#, fuzzy
msgid ":ref:`doc_ragdoll_system`"
msgstr ":ref:`Ragdoll System <doc_ragdoll_system>`"
#: ../../docs/about/docs_changelog.rst:69
#: ../../docs/about/docs_changelog.rst:134
#, fuzzy
msgid ":ref:`doc_soft_body`"
msgstr ":ref:`Softbody <doc_soft_body>`"
#: ../../docs/about/docs_changelog.rst:72
#: ../../docs/about/docs_changelog.rst:137
msgid "Animation"
msgstr "Animation"
#: ../../docs/about/docs_changelog.rst:74
#: ../../docs/about/docs_changelog.rst:139
#, fuzzy
msgid ":ref:`doc_2d_skeletons`"
msgstr "2D Skelette"
#: ../../docs/about/docs_changelog.rst:75
#: ../../docs/about/docs_changelog.rst:140
#, fuzzy
msgid ":ref:`doc_animation_tree`"
msgstr ":ref:`Animationsbaum <doc_animation_tree>`"
#: ../../docs/about/docs_changelog.rst:78
#: ../../docs/about/docs_changelog.rst:143
msgid "GUI"
msgstr "GUI"
#: ../../docs/about/docs_changelog.rst:80
#: ../../docs/about/docs_changelog.rst:145
#, fuzzy
msgid ":ref:`doc_gui_containers`"
msgstr ":ref:`Container<doc_godot_interfaces>`"
#: ../../docs/about/docs_changelog.rst:83
#: ../../docs/about/docs_changelog.rst:148
msgid "Viewports"
msgstr "Ansichten"
#: ../../docs/about/docs_changelog.rst:85
#: ../../docs/about/docs_changelog.rst:150
#, fuzzy
msgid ":ref:`doc_viewport_as_texture`"
msgstr ":ref:`Viewports als Textur verwenden <doc_viewport_as_texture>`"
#: ../../docs/about/docs_changelog.rst:86
#: ../../docs/about/docs_changelog.rst:151
#, fuzzy
msgid ":ref:`doc_custom_postprocessing`"
msgstr ""
":ref:` Benutzerdefiniertes post-processing <doc_custom_postprocessing>`"
#: ../../docs/about/docs_changelog.rst:89
msgid "Shading"
msgstr "Schattieren"
#: ../../docs/about/docs_changelog.rst:91
#: ../../docs/about/docs_changelog.rst:156
#, fuzzy
msgid ":ref:`doc_intro_to_shaders_water_workshop`"
msgstr ""
":ref:`Einführung in Shader: 2D und 3D Wasser (7 Videotutorials) "
"<doc_intro_to_shaders_water_workshop>`"
#: ../../docs/about/docs_changelog.rst:92
#: ../../docs/about/docs_changelog.rst:157
#, fuzzy
msgid ":ref:`doc_migrating_to_godot_shader_language`"
msgstr ""
":ref:`Übergang zu Godots Shadersprache "
"<doc_migrating_to_godot_shader_language>`"
#: ../../docs/about/docs_changelog.rst:93
#: ../../docs/about/docs_changelog.rst:158
#, fuzzy
msgid ":ref:`doc_advanced_postprocessing`"
msgstr "Fortgeschrittenes Post-Processing"
#: ../../docs/about/docs_changelog.rst:99
msgid "Your First Shader Series:"
msgstr "Dein erster Shader (Serie)"
#: ../../docs/about/docs_changelog.rst:96
#, fuzzy
msgid ":ref:`doc_what_are_shaders`"
msgstr ":ref:`Was sind Shader? <doc_what_are_shaders>`"
#: ../../docs/about/docs_changelog.rst:97
#, fuzzy
msgid ":ref:`doc_your_first_canvasitem_shader`"
msgstr ":ref:`Dein erster CanvasItem-Shader <doc_canvas_item_shader>`"
#: ../../docs/about/docs_changelog.rst:98
#, fuzzy
msgid ":ref:`doc_your_first_spatial_shader`"
msgstr ":ref:`Dein erster Spatial-Shader <doc_your_first_spatial_shader>`"
#: ../../docs/about/docs_changelog.rst:99
#, fuzzy
msgid ":ref:`doc_your_second_spatial_shader`"
msgstr ""
":ref:`Dein erster Spatial Shader: Teil 2 <doc_your_second_spatial_shader>`"
#: ../../docs/about/docs_changelog.rst:106
#: ../../docs/about/docs_changelog.rst:165
msgid "Shading Reference:"
msgstr "Shaderreferenz:"
#: ../../docs/about/docs_changelog.rst:102
#: ../../docs/about/docs_changelog.rst:161
#, fuzzy
msgid ":ref:`doc_shaders`"
msgstr ":ref:`Shader <doc_shaders>`"
#: ../../docs/about/docs_changelog.rst:103
#: ../../docs/about/docs_changelog.rst:162
#, fuzzy
msgid ":ref:`doc_shading_language`"
msgstr ":ref:`Shadersprache <doc_shading_language>`"
#: ../../docs/about/docs_changelog.rst:104
#: ../../docs/about/docs_changelog.rst:163
#, fuzzy
msgid ":ref:`doc_spatial_shader`"
msgstr ":ref:`Spatial-Shader <doc_spatial_shader>`"
#: ../../docs/about/docs_changelog.rst:105
#: ../../docs/about/docs_changelog.rst:164
#, fuzzy
msgid ":ref:`doc_canvas_item_shader`"
msgstr ":ref:`CanvasItem-Shader <doc_canvas_item_shader>`"
#: ../../docs/about/docs_changelog.rst:106
#: ../../docs/about/docs_changelog.rst:165
#, fuzzy
msgid ":ref:`doc_particle_shader`"
msgstr ":ref:`Partikelshader <doc_particle_shader>`"
#: ../../docs/about/docs_changelog.rst:109
#: ../../docs/about/docs_changelog.rst:168
msgid "VR"
msgstr "VR"
#: ../../docs/about/docs_changelog.rst:111
#: ../../docs/about/docs_changelog.rst:170
#, fuzzy
msgid ":ref:`doc_vr_starter_tutorial`"
msgstr ":ref:`VR Anfängeranleitung <doc_vr_starter_tutorial>`"
#: ../../docs/about/docs_changelog.rst:114
msgid "Platform-specific"
msgstr "Plattformspezifisches"
#: ../../docs/about/docs_changelog.rst:116
#, fuzzy
msgid ":ref:`doc_customizing_html5_shell`"
msgstr ""
":ref:`Die HTML Seite des Web export anpassen <doc_customizing_html5_shell>`"
#: ../../docs/about/docs_changelog.rst:119
msgid "Multi-threading"
msgstr "Multi-threading"
#: ../../docs/about/docs_changelog.rst:121
#, fuzzy
msgid ":ref:`doc_thread_safe_apis`"
msgstr ":ref:`Thread-sichere APIs <doc_thread_safe_apis>`"
#: ../../docs/about/docs_changelog.rst:124
msgid "Optimization"
msgstr "Optimierung"
#: ../../docs/about/docs_changelog.rst:126
#, fuzzy
msgid ":ref:`doc_using_multimesh`"
msgstr ":ref:`Verwendung von MultiMesh's <doc_making_trees>`"
#: ../../docs/about/docs_changelog.rst:127
#, fuzzy
msgid ":ref:`doc_using_servers`"
msgstr ":ref:`Server verwenden <doc_making_trees>`"
#: ../../docs/about/docs_changelog.rst:130
msgid "Miscellaneous"
msgstr "Sonstiges"
#: ../../docs/about/docs_changelog.rst:132
#, fuzzy
msgid ":ref:`doc_jitter_stutter`"
msgstr ":ref:`Zittern und ruckeln beheben <doc_jitter_stutter>`"
#: ../../docs/about/docs_changelog.rst:133
#, fuzzy
msgid ":ref:`doc_running_code_in_the_editor`"
msgstr ":ref:`Code im Editor ausführen <doc_running_code_in_the_editor>`"
#: ../../docs/about/docs_changelog.rst:134
#, fuzzy
msgid ":ref:`doc_change_scenes_manually`"
msgstr ":ref:`Scenen manuell wechseln <doc_change_scenes_manually>`"
#: ../../docs/about/docs_changelog.rst:135
#, fuzzy
msgid ":ref:`doc_gles2_gles3_differences`"
msgstr ""
":ref:`Unterschiede zwischen GLES2 und GLES3 <doc_gles2_gles3_differences>`"
#: ../../docs/about/docs_changelog.rst:138
msgid "Legal"
msgstr "Rechtliches"
#: ../../docs/about/docs_changelog.rst:140
#, fuzzy
msgid ":ref:`doc_complying_with_licenses`"
msgstr ":ref:`Einhalten von Lizenzen <doc_complying_with_licenses>`"
#: ../../docs/about/docs_changelog.rst:143
msgid "Compiling"
msgstr "Kompilieren"
#: ../../docs/about/docs_changelog.rst:145
#, fuzzy
msgid ":ref:`doc_optimizing_for_size`"
msgstr ":ref:`Build auf Größe optimieren <doc_optimizing_for_size>`"
#: ../../docs/about/docs_changelog.rst:146
#, fuzzy
msgid ":ref:`doc_compiling_with_script_encryption_key`"
msgstr ""
":ref:`Mit Scriptverschlüsselung kompilieren "
"<doc_compiling_with_script_encryption_key>`"
#: ../../docs/about/docs_changelog.rst:149
msgid "Engine development"
msgstr "Engine Entwicklung"
#: ../../docs/about/docs_changelog.rst:151
#, fuzzy
msgid ":ref:`doc_binding_to_external_libraries`"
msgstr ""
":ref:`Auf externe Bibliotheken zugreifen <doc_binding_to_external_libraries>`"
#: ../../docs/about/docs_changelog.rst:154
msgid "Creating content"
msgstr "Inhalte erstellen"
#: ../../docs/about/docs_changelog.rst:156
#, fuzzy
msgid ":ref:`doc_making_trees`"
msgstr ":ref:`Bäume erstellen <doc_making_trees>`"
#: ../../docs/about/docs_changelog.rst:159
msgid "Plugins"
msgstr "Erweiterungen"
#: ../../docs/about/docs_changelog.rst:161
#: ../../docs/about/docs_changelog.rst:175
#, fuzzy
msgid ":ref:`doc_making_main_screen_plugins`"
msgstr ""
":ref:`Plug-Ins für den Hauptbildschirm erstellen "
"<doc_making_main_screen_plugins>`"
#: ../../docs/about/docs_changelog.rst:162
#: ../../docs/about/docs_changelog.rst:176
#, fuzzy
msgid ":ref:`doc_spatial_gizmo_plugins`"
msgstr ":ref:`Spatial gizmo Plug-Ins <doc_spatial_gizmo_plugins>`"
#: ../../docs/about/docs_changelog.rst:163
#: ../../docs/about/docs_changelog.rst:179
msgid "Platform-specific"
msgstr "Plattformspezifisches"
#: ../../docs/about/docs_changelog.rst:181
#, fuzzy
msgid ":ref:`doc_android_plugin`"
msgstr ":ref:`Android-Plugins erstellen <doc_android_plugin>`"
msgid ":ref:`doc_customizing_html5_shell`"
msgstr ""
":ref:`Die HTML Seite des Web export anpassen <doc_customizing_html5_shell>`"
#: ../../docs/about/docs_changelog.rst:186
#, fuzzy
msgid ":ref:`doc_thread_safe_apis`"
msgstr ":ref:`Thread-sichere APIs <doc_thread_safe_apis>`"
#: ../../docs/about/docs_changelog.rst:191
#, fuzzy
msgid ":ref:`doc_making_trees`"
msgstr ":ref:`Bäume erstellen <doc_making_trees>`"
#: ../../docs/about/docs_changelog.rst:194
msgid "Miscellaneous"
msgstr "Sonstiges"
#: ../../docs/about/docs_changelog.rst:196
#, fuzzy
msgid ":ref:`doc_jitter_stutter`"
msgstr ":ref:`Zittern und ruckeln beheben <doc_jitter_stutter>`"
#: ../../docs/about/docs_changelog.rst:197
#, fuzzy
msgid ":ref:`doc_running_code_in_the_editor`"
msgstr ":ref:`Code im Editor ausführen <doc_running_code_in_the_editor>`"
#: ../../docs/about/docs_changelog.rst:198
#, fuzzy
msgid ":ref:`doc_change_scenes_manually`"
msgstr ":ref:`Scenen manuell wechseln <doc_change_scenes_manually>`"
#: ../../docs/about/docs_changelog.rst:199
#, fuzzy
msgid ":ref:`doc_gles2_gles3_differences`"
msgstr ""
":ref:`Unterschiede zwischen GLES2 und GLES3 <doc_gles2_gles3_differences>`"
#: ../../docs/about/docs_changelog.rst:202
msgid "Compiling"
msgstr "Kompilieren"
#: ../../docs/about/docs_changelog.rst:204
#, fuzzy
msgid ":ref:`doc_optimizing_for_size`"
msgstr ":ref:`Build auf Größe optimieren <doc_optimizing_for_size>`"
#: ../../docs/about/docs_changelog.rst:205
#, fuzzy
msgid ":ref:`doc_compiling_with_script_encryption_key`"
msgstr ""
":ref:`Mit Scriptverschlüsselung kompilieren "
"<doc_compiling_with_script_encryption_key>`"
#: ../../docs/about/docs_changelog.rst:208
msgid "Engine development"
msgstr "Engine Entwicklung"
#: ../../docs/about/docs_changelog.rst:210
#, fuzzy
msgid ":ref:`doc_binding_to_external_libraries`"
msgstr ""
":ref:`Auf externe Bibliotheken zugreifen <doc_binding_to_external_libraries>`"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -46,10 +46,13 @@ msgid ""
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:15
#, fuzzy
msgid ""
"This guide is available as a `Youtube video <https://www.youtube.com/watch?"
"v=mKKjOulm5XI>`_."
"This guide is available as a `video tutorial on YouTube <https://www.youtube."
"com/watch?v=5jeHXxeX-JY>`_."
msgstr ""
"Du kannst dir diese Anleitung als `Youtubevideo <https://www.youtube.com/"
"watch?v=y1E_y9AIqow>`_ anschauen."
#: ../../docs/community/contributing/updating_the_class_reference.rst:19
msgid "How to contribute"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -156,11 +156,8 @@ msgid "Text tutorials"
msgstr "Anleitungen"
#: ../../docs/community/tutorials.rst:38
#, fuzzy
msgid "`KidsCanCode <http://kidscancode.org/blog/tags/godot/>`__"
msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__"
msgstr ""
"`KidsCanCode: Eine aufschlussreiche Lehrserie <http://kidscancode.org/blog/"
"tags/godot/>`"
#: ../../docs/community/tutorials.rst:39
#, fuzzy

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -31,571 +31,331 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:13
msgid ""
"Visual C++, `Visual Studio Community <https://www.visualstudio.com/vs/"
"community/>`__ (recommended), version 2013 (12.0) or later. **Make sure you "
"read Installing Visual Studio caveats below or you will have to run/download "
"the installer again.**"
"`Visual Studio Community <https://www.visualstudio.com/vs/community/>`_, "
"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio "
"caveats\" below or you will have to run/download the installer again.**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:17
msgid "MinGW-w64 can be used as an alternative to Visual Studio."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:18
msgid "`Python 2.7+ or Python 3.5+ <https://www.python.org/downloads/>`__."
msgid ""
"`Python 3.5+ (recommended) or Python 2.7+. <https://www.python.org/downloads/"
"windows/>`_"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:19
msgid "`SCons <https://www.scons.org>`_ build system."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:20
msgid ""
"`Pywin32 Python Extension <https://github.com/mhammond/pywin32>`__ for "
"parallel builds (which increase the build speed by a great factor)."
"*Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD "
"optimizations)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:21
msgid "`SCons <https://www.scons.org>`__ build system."
#: ../../docs/development/compiling/compiling_for_windows.rst:22
msgid ""
"If you have `Scoop <https://scoop.sh/>`_ installed, you can easily install "
"MinGW and other dependencies using the following command::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:23
#: ../../docs/development/compiling/compiling_for_windows.rst:27
msgid ""
"For a general overview of SCons usage for Godot, see :ref:"
"`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:27
#: ../../docs/development/compiling/compiling_for_windows.rst:31
msgid "Setting up SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:29
#: ../../docs/development/compiling/compiling_for_windows.rst:33
msgid ""
"Python adds the interpreter (python.exe) to the path. It usually installs in "
"``C:\\Python`` (or ``C:\\Python[Version]``). SCons installs inside the "
"Python install (typically in the ``Scripts`` folder) and provides a batch "
"file called ``scons.bat``. The location of this file can be added to the "
"path or it can simply be copied to ``C:\\Python`` together with the "
"interpreter executable."
"First, make sure to enable the option to add Python to the ``PATH`` in the "
"Python installer. The SCons installer should then detect and use the "
"existing Python installation."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:36
#: ../../docs/development/compiling/compiling_for_windows.rst:37
msgid ""
"To check whether you have installed Python and SCons correctly, you can type "
"``python --version`` and ``scons --version`` into the Windows Command Prompt "
"(``cmd.exe``)."
"``python --version`` and ``scons --version`` into a command prompt (``cmd."
"exe``)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:40
#: ../../docs/development/compiling/compiling_for_windows.rst:41
msgid ""
"If commands above do not work, make sure you add Python to your PATH "
"environment variable after installing it, and check again."
"If the commands above don't work, make sure to add Python to your ``PATH`` "
"environment variable after installing it, then check again. You can do so by "
"running the Python installer again and enabling the option to add Python to "
"the ``PATH``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:44
msgid "Setting up Pywin32"
#: ../../docs/development/compiling/compiling_for_windows.rst:49
msgid "Installing Visual Studio caveats"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:46
#: ../../docs/development/compiling/compiling_for_windows.rst:51
msgid ""
"Pywin32 is required for parallel builds using multiple CPU cores. If SCons "
"is issuing a warning about Pywin32 after parsing SConstruct build "
"instructions, when beginning to build, you need to install it properly from "
"the correct installer executable for your Python version `located at Github. "
"<https://github.com/mhammond/pywin32/releases>`__"
"If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the "
"list of workflows to install."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:52
#: ../../docs/development/compiling/compiling_for_windows.rst:54
msgid ""
"For example, if you installed a 32-bit version of Python 2.7, you would want "
"to install the latest version of Pywin32 that is built for the mentioned "
"version of Python. That executable installer would be named ``pywin32-221."
"win32-py2.7.exe``."
"If installing Visual Studio 2015, make sure to run a **Custom** installation "
"instead of **Typical** and select **C++** as a language there."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:56
#: ../../docs/development/compiling/compiling_for_windows.rst:57
msgid ""
"The ``amd64`` version of Pywin32 is for a 64-bit version of Python "
"``pywin32-221.win-amd64-py2.7.exe``. Change the ``py`` number to install for "
"your version of Python (check via ``python --version`` mentioned above)."
"If you've already made the mistake of installing Visual Studio without C++ "
"support, run the installer again; it should present you a **Modify** button. "
"Running the installer from *Add/Remove Programs* will only give you a "
"**Repair** option, which won't let you install C++ tools."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:63
msgid "Installing Visual Studio caveats"
msgid "Downloading Godot's source"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:65
msgid ""
"If installing Visual Studio 2015 or later, make sure to run **Custom** "
"installation, not **Typical** and select C++ as language there (and any "
"other things you might need). The installer does not install C++ by default. "
"C++ was the `only language made optional <https://blogs.msdn.microsoft.com/"
"vcblog/2015/07/24/setup-changes-in-visual-studio-2015-affecting-c-developers/"
">`__ in Visual Studio 2015."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:71
msgid ""
"If you have already made the mistake of installing a **Typical**, "
"installation, rerun the executable installer you downloaded from internet, "
"it will give you a **Modify** Button option. Running the install from Add/"
"Remove programs will only give you the \"Repair\" option, which will do "
"nothing for your problem."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:77
msgid ""
"If you're using Express, make sure you get/have a version that can compile "
"for ***C++, Desktop***."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:81
msgid "Downloading Godot's source"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:83
msgid ""
"`Godot's <https://github.com/godotengine/godot>`__ source is hosted on "
"GitHub. Downloading it (cloning) via `Git <https://git-scm.com/>`__ is "
"Godot's source code is `hosted on GitHub <https://github.com/godotengine/"
"godot>`_. Downloading it (cloning) using `Git <https://git-scm.com/>`_ is "
"recommended."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:86
#: ../../docs/development/compiling/compiling_for_windows.rst:68
msgid ""
"The tutorial will presume from now on that you placed the source into ``C:"
"The tutorial will assume from now on that you placed the source code in ``C:"
"\\godot``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:90
#: ../../docs/development/compiling/compiling_for_windows.rst:72
msgid "Compiling"
msgstr "Kompilieren"
#: ../../docs/development/compiling/compiling_for_windows.rst:92
#: ../../docs/development/compiling/compiling_for_windows.rst:75
#, fuzzy
msgid "Selecting a compiler"
msgstr "Beispiel für Geschosse"
#: ../../docs/development/compiling/compiling_for_windows.rst:77
msgid ""
"SCons will not be able out of the box to compile from the Windows Command "
"Prompt (``cmd.exe``) because SCons and Visual C++ compiler will not be able "
"to locate environment variables and executables they need for compilation."
"SCons will automatically find and use an existing Visual Studio "
"installation. If you do not have Visual Studio installed, it will attempt to "
"use MinGW instead. If you already have Visual Studio installed and want to "
"use MinGW, pass ``use_mingw=yes`` to the SCons command line."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:97
#: ../../docs/development/compiling/compiling_for_windows.rst:82
msgid ""
"Therefore, you need to start a Visual Studio command prompt. It sets up "
"environment variables needed by SCons to locate the compiler. It should be "
"called similar to one of the below names (for your respective version of "
"Visual Studio):"
"During development, using the Visual Studio compiler is usually a better "
"idea, as it links the Godot binary much faster than MinGW. However, MinGW "
"can produce more optimized binaries using link-time optimization (see "
"below), making it a better choice for production use."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:102
msgid "\"Developer Command Prompt for VS2013\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:103
msgid "\"VS2013 x64 Native Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:104
msgid "\"VS2013 x86 Native Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:105
msgid "\"VS2013 x64 Cross Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:106
msgid "\"VS2013 x86 Cross Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:108
msgid ""
"You should be able to find at least the Developer Command Prompt for your "
"version of Visual Studio in your start menu."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:111
msgid ""
"However Visual Studio sometimes seems to not install some of the above "
"shortcuts, except the Developer Console at these locations that are "
"automatically searched by the start menu search option:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:121
msgid ""
"If you found the Developer Console, it will do for now to create a 32-bit "
"version of Godot, but if you want the 64-bit version, you might need to "
"setup the prompts manually for easy access."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:125
msgid ""
"If you don't see some of the shortcuts, \"How the prompts actually work\" "
"section below will explain how to setup these prompts if you need them."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:129
msgid "About the Developer/Tools Command Prompts and the Visual C++ compiler"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:131
msgid ""
"There is a few things you need to know about these consoles and the Visual C+"
"+ compiler."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:134
msgid ""
"Your Visual Studio installation will ship with several Visual C++ compilers, "
"them being more or less identical, however each ``cl.exe`` (Visual C++ "
"compiler) will compile Godot for a different architecture (32-bit x86 or 64-"
"bit x86; the ARM compiler is not supported)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:139
msgid ""
"The **Developer Command Prompt** will build a 32-bit version of Godot by "
"using the 32-bit Visual C++ compiler."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:142
msgid ""
"**Native Tools** Prompts (mentioned above) are used when you want the 32-bit "
"cl.exe to compile a 32-bit executable (x86 Native Tools Command Prompt). For "
"the 64-bit cl.exe, it will compile a 64-bit executable (x64 Native Tools "
"Command Prompt)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:147
msgid ""
"The **Cross Tools** are used when your Windows is using one architecture (32-"
"bit, for example) and you need to compile to a different architecture (64-"
"bit). As you might be familiar, 32-bit Windows can not run 64-bit "
"executables, but you still might need to compile for them."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:152
msgid "For example:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:154
msgid ""
"\"VS2013 x64 Cross Tools Command Prompt\" will use a 32-bit cl.exe that will "
"compile a 64 bit application."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:157
msgid ""
"\"VS2013 x86 Cross Tools Command Prompt\" will use a 64-bit cl.exe that will "
"compile a 32-bit application. This one is useful if you are running a 32-bit "
"Windows."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:161
msgid ""
"On a 64-bit Windows, you can run any of above prompts and compilers (``cl."
"exe`` executables) because 64-bit Windows can run any 32-bit application. 32-"
"bit Windows cannot run 64-bit executables, so the Visual Studio installer "
"won't even install shortcuts for some of these prompts."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:167
msgid ""
"Note that you need to choose the **Developer Console** or the correct "
"**Tools Prompt** to build Godot for the correct architecture. Use only "
"Native Prompts if you are not sure yet what exactly Cross Compile Prompts do."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:173
#: ../../docs/development/compiling/compiling_for_windows.rst:88
msgid "Running SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:175
#: ../../docs/development/compiling/compiling_for_windows.rst:90
msgid ""
"Once inside the **Developer Console/Tools Console Prompt**, go to the root "
"directory of the engine source code and type:"
"After opening a command prompt, change to the root directory of the engine "
"source code (using ``cd``) and type::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:182
msgid ""
"Tip: if you installed \"Pywin32 Python Extension\" you can append the -j "
"command to instruct SCons to run parallel builds like this:"
#: ../../docs/development/compiling/compiling_for_windows.rst:95
msgid "You can specify a number of CPU threads to use to speed up the build::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:189
#: ../../docs/development/compiling/compiling_for_windows.rst:99
msgid ""
"In general, it is OK to have at least as many threads compiling Godot as you "
"have cores in your CPU, if not one or two more. Feel free to add the -j "
"option to any SCons command you see below if you setup the \"Pywin32 Python "
"Extension\"."
"option to any SCons command you see below."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:194
#: ../../docs/development/compiling/compiling_for_windows.rst:103
msgid ""
"When compiling with multiple CPU threads, SCons may warn about pywin32 being "
"missing. You can safely ignore this warning."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:106
msgid ""
"If all goes well, the resulting binary executable will be placed in ``C:"
"\\godot\\bin\\`` with the name of ``godot.windows.tools.32.exe`` or ``godot."
"windows.tools.64.exe``. SCons will automatically detect what compiler "
"architecture the environment (the prompt) is setup for and will build a "
"corresponding executable."
"\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot."
"windows.tools.64.exe``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:200
#: ../../docs/development/compiling/compiling_for_windows.rst:110
msgid ""
"By default, SCons will build a binary matching your CPU architecture, but "
"this can be overriden using ``bits=64`` or ``bits=32``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:113
msgid ""
"This executable file contains the whole engine and runs without any "
"dependencies. Executing it will bring up the Project Manager."
"dependencies. Running it will bring up the Project Manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:203
#: ../../docs/development/compiling/compiling_for_windows.rst:116
msgid ""
"If you are compiling Godot for production use, then you can make the final "
"executable smaller and faster by adding the SCons option "
"``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:208
msgid "How the prompts actually work"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:210
#: ../../docs/development/compiling/compiling_for_windows.rst:120
msgid ""
"The Visual Studio command prompts are just shortcuts that call the standard "
"Command Prompt and have it run a batch file before giving you control. The "
"batch file itself is called **vcvarsall.bat** and it sets up environment "
"variables, including the PATH variable, so that the correct version of the "
"compiler can be run. The Developer Command Prompt calls a different file "
"called **VsDevCmd.bat** but none of the other tools that this batch file "
"enables are needed by Godot/SCons."
"If you are compiling Godot with MinGW, you can make the binary even smaller "
"and faster by adding the SCons option ``use_lto=yes``. As link-time "
"optimization is a memory-intensive process, this will require about 3 GB of "
"available RAM while compiling."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:218
msgid ""
"Since you are probably using Visual Studio 2013 or 2015, if you need to "
"recreate them manually, use the below folders, or place them on the desktop/"
"taskbar:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:227
msgid ""
"Start the creation of the shortcut by pressing the ``right mouse button/New/"
"Shortcut`` in an empty place in your desired location."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:230
msgid ""
"Then copy one of these commands below for the corresponding tool you need "
"into the \"Path\" and \"Name\" sections of the shortcut creation wizard, and "
"fix the path to the batch file if needed."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:234
msgid "Visual Studio 2013 is in the \"Microsoft Visual Studio 12.0\" folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:235
msgid "Visual Studio 2015 is in the \"Microsoft Visual Studio 14.0\" folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:236
msgid "etc."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:255
msgid ""
"After you create the shortcut, in the shortcut's properties, that you can "
"access by right clicking with your mouse on the shortcut itself, you can "
"choose the starting directory of the command prompt (\"Start in\" field)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:260
msgid ""
"Some of these shortcuts (namely the 64-bit compilers) seem to not be "
"available in the Express edition of Visual Studio or Visual C++. Before "
"recreating the commands, make sure that ``cl.exe`` executables are present "
"in one of these locations, they are the actual compilers for the "
"architecture you want to build from the command prompt."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:281
msgid ""
"In case you are wondering what these prompt shortcuts do, they call ``cmd."
"exe`` with the ``\\k`` option and have it run a Batch file."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:293
msgid "How to run an automated build of Godot"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:295
msgid ""
"If you just need to run the compilation process via a Batch file or directly "
"in the Windows Command Prompt you need to use the following command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:303
msgid "with one of the following parameters:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:305
msgid "x86 (32-bit cl.exe to compile for the 32-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:306
msgid "amd64 (64-bit cl.exe to compile for the 64-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:307
msgid "x86_amd64 (32-bit cl.exe to compile for the 64-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:308
msgid "amd64_x86 (64-bit cl.exe to compile for the 32-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:310
msgid "and after that one, you can run SCons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:316
msgid "or you can run them together:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:327
#: ../../docs/development/compiling/compiling_for_windows.rst:126
msgid "Development in Visual Studio or other IDEs"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:329
#: ../../docs/development/compiling/compiling_for_windows.rst:128
msgid ""
"For most projects, using only scripting is enough but when development in C+"
"+ is needed, for creating modules or extending the engine, working with an "
"IDE is usually desirable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:333
#: ../../docs/development/compiling/compiling_for_windows.rst:132
msgid ""
"You can create a Visual Studio solution via SCons by running SCons with the "
"``vsproj=yes`` parameter, like this:"
"``vsproj=yes`` parameter, like this::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:340
#: ../../docs/development/compiling/compiling_for_windows.rst:137
msgid ""
"You will be able to open Godot's source in a Visual Studio solution now, and "
"able to build Godot via the Visual Studio **Build** button. However, make "
"sure that you have installed Pywin32 so that parallel (-j) builds work "
"properly."
"able to build Godot using Visual Studio's **Build** button."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:345
#: ../../docs/development/compiling/compiling_for_windows.rst:140
msgid ""
"If you need to edit the compilation commands, they are located in \"Godot\" "
"If you need to edit the build commands, they are located in \"Godot\" "
"project settings, NMAKE sheet. SCons is called at the end of the commands. "
"If you make a mistake, copy the command from one of the other build "
"configurations (debug, release_debug, release) or architectures (Win32/x64). "
"They are equivalent."
"configurations (debug, release_debug, release) or architectures (Win32/x64); "
"they are equivalent."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:352
#: ../../docs/development/compiling/compiling_for_windows.rst:147
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:354
#: ../../docs/development/compiling/compiling_for_windows.rst:149
msgid ""
"If you are a Linux or macOS user, you need to install `MinGW-w64 <https://"
"mingw-w64.org/doku.php>`_, which typically comes in 32-bit and 64-bit "
"variants. The package names may differ based on your distro, here are some "
"known ones:"
"variants. The package names may differ based on your distribution, here are "
"some known ones:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:359
#: ../../docs/development/compiling/compiling_for_windows.rst:155
msgid "**Arch**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:363
#: ../../docs/development/compiling/compiling_for_windows.rst:159
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:367
#: ../../docs/development/compiling/compiling_for_windows.rst:163
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:371
#: ../../docs/development/compiling/compiling_for_windows.rst:168
msgid "**macOS**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:375
#: ../../docs/development/compiling/compiling_for_windows.rst:172
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:380
#: ../../docs/development/compiling/compiling_for_windows.rst:178
msgid ""
"Before allowing you to attempt the compilation, SCons will check for the "
"following binaries in your ``$PATH``:"
"Before attempting the compilation, SCons will check for the following "
"binaries in your ``PATH`` environment variable::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:388
#: ../../docs/development/compiling/compiling_for_windows.rst:184
msgid ""
"If the binaries are not located in the ``$PATH`` (e.g. ``/usr/bin``), you "
"can define the following environment variables to give a hint to the build "
"system:"
"If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can "
"define the following environment variables to give a hint to the build "
"system::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:397
#: ../../docs/development/compiling/compiling_for_windows.rst:191
msgid ""
"To make sure you are doing things correctly, executing the following in the "
"shell should result in a working compiler (the version output may differ "
"based on your system):"
"based on your system)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:407
#: ../../docs/development/compiling/compiling_for_windows.rst:199
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:409
#: ../../docs/development/compiling/compiling_for_windows.rst:201
msgid ""
"Cross-compiling from some versions of Ubuntu may lead to `this bug <https://"
"Cross-compiling from some Ubuntu versions may lead to `this bug <https://"
"github.com/godotengine/godot/issues/9258>`_, due to a default configuration "
"lacking support for POSIX threading."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:412
#: ../../docs/development/compiling/compiling_for_windows.rst:205
msgid ""
"You can change that configuration following those instructions, for 32-bit:"
"You can change that configuration following those instructions, for 64-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:422
msgid "And for 64-bit:"
#: ../../docs/development/compiling/compiling_for_windows.rst:213
msgid "And for 32-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:432
#: ../../docs/development/compiling/compiling_for_windows.rst:221
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:434
#: ../../docs/development/compiling/compiling_for_windows.rst:223
msgid ""
"Windows export templates are created by compiling Godot as release, with the "
"following flags:"
"Windows export templates are created by compiling Godot without the editor, "
"with the following flags::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:437
msgid "(using Mingw32 command prompt, using the bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:444
msgid "(using Mingw-w64 command prompt, using the bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:451
#: ../../docs/development/compiling/compiling_for_windows.rst:231
msgid ""
"(using the Visual Studio command prompts for the correct architecture, "
"notice the lack of bits parameter)"
"If you plan on replacing the standard export templates, copy these to the "
"following location, replacing ``<version>`` with the version identifier "
"(such as ``3.1.1.stable`` or ``3.2.dev``)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:459
msgid "If you plan on replacing the standard templates, copy these to:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:237
#, fuzzy
msgid "With the following names::"
msgstr "Beachte folgendes:"
#: ../../docs/development/compiling/compiling_for_windows.rst:465
msgid "With the following names:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:474
#: ../../docs/development/compiling/compiling_for_windows.rst:244
msgid ""
"However, if you are writing your custom modules or custom C++ code, you "
"might instead want to configure your binaries as custom export templates "
"here:"
"However, if you are using custom modules or custom engine code, you may "
"instead want to configure your binaries as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:480
#: ../../docs/development/compiling/compiling_for_windows.rst:250
msgid ""
"You don't even need to copy them, you can just reference the resulting files "
"You don't need to copy them in this case, just reference the resulting files "
"in the ``bin\\`` directory of your Godot source folder, so the next time you "
"build you automatically have the custom templates referenced."
"build, you will automatically have the custom templates referenced."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -96,36 +96,36 @@ msgstr ""
msgid "**FreeBSD**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:51
#: ../../docs/development/compiling/compiling_for_x11.rst:52
msgid "**Gentoo**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:56
#: ../../docs/development/compiling/compiling_for_x11.rst:57
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:62
#: ../../docs/development/compiling/compiling_for_x11.rst:63
msgid "**OpenBSD**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:66
#: ../../docs/development/compiling/compiling_for_x11.rst:67
msgid "**openSUSE**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:71
#: ../../docs/development/compiling/compiling_for_x11.rst:72
msgid "**Solus**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:78
#: ../../docs/development/compiling/compiling_for_x11.rst:79
msgid "Compiling"
msgstr "Kompilieren"
#: ../../docs/development/compiling/compiling_for_x11.rst:80
#: ../../docs/development/compiling/compiling_for_x11.rst:81
msgid ""
"Start a terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:86
#: ../../docs/development/compiling/compiling_for_x11.rst:87
msgid ""
"A good rule of thumb for the ``-j`` (*jobs*) flag, is to have at least as "
"many threads compiling Godot as you have cores in your CPU, if not one or "
@@ -133,35 +133,35 @@ msgid ""
"below."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:90
#: ../../docs/development/compiling/compiling_for_x11.rst:91
msgid ""
"If all goes well, the resulting binary executable will be placed in the \"bin"
"\" subdirectory. This executable file contains the whole engine and runs "
"without any dependencies. Executing it will bring up the project manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:97
#: ../../docs/development/compiling/compiling_for_x11.rst:98
msgid "If you wish to compile using Clang rather than GCC, use this command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:103
#: ../../docs/development/compiling/compiling_for_x11.rst:104
msgid ""
"Using Clang appears to be a requirement for OpenBSD, otherwise fonts would "
"not build."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:106
#: ../../docs/development/compiling/compiling_for_x11.rst:107
msgid ""
"If you are compiling Godot for production use, then you can make the final "
"executable smaller and faster by adding the SCons option "
"``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:111
#: ../../docs/development/compiling/compiling_for_x11.rst:112
msgid "Building export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:113
#: ../../docs/development/compiling/compiling_for_x11.rst:114
msgid ""
"Linux binaries usually won't run on distributions that are older than the "
"distribution they were built on. If you wish to distribute binaries that "
@@ -170,45 +170,45 @@ msgid ""
"a suitable build environment."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:121
#: ../../docs/development/compiling/compiling_for_x11.rst:122
msgid ""
"To build X11 (Linux, \\*BSD) export templates, run the build system with the "
"following parameters:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:124
#: ../../docs/development/compiling/compiling_for_x11.rst:125
msgid "(32 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:131
#: ../../docs/development/compiling/compiling_for_x11.rst:132
msgid "(64 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:138
#: ../../docs/development/compiling/compiling_for_x11.rst:139
msgid ""
"Note that cross-compiling for the opposite bits (64/32) as your host "
"platform is not always straight-forward and might need a chroot environment."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:141
#: ../../docs/development/compiling/compiling_for_x11.rst:142
msgid ""
"To create standard export templates, the resulting files must be copied to:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:147
#: ../../docs/development/compiling/compiling_for_x11.rst:148
msgid ""
"and named like this (even for \\*BSD which is seen as \"Linux X11\" by "
"Godot):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:156
#: ../../docs/development/compiling/compiling_for_x11.rst:157
msgid ""
"However, if you are writing your custom modules or custom C++ code, you "
"might instead want to configure your binaries as custom export templates "
"here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:162
#: ../../docs/development/compiling/compiling_for_x11.rst:163
msgid ""
"You don't even need to copy them, you can just reference the resulting files "
"in the ``bin/`` directory of your Godot source folder, so the next time you "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -98,11 +98,12 @@ msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:57
msgid ""
"This command will tell Godot to generate the file ``modules/mono/glue/"
"mono_glue.gen.cpp``. Once this file is generated, you can build Godot for "
"all the desired targets without the need to repeat this process."
"mono_glue.gen.cpp`` and the C# solution for the Godot API at ``modules/mono/"
"glue/Managed/Generated``. Once these files are generated, you can build "
"Godot for all the desired targets without the need to repeat this process."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:60
#: ../../docs/development/compiling/compiling_with_mono.rst:61
msgid ""
"``<godot_binary>`` refers to the tools binary you compiled above with the "
"Mono module enabled. Its exact name will differ based on your system and "
@@ -113,11 +114,11 @@ msgid ""
"without this suffix which can't be used to generate the Mono glue."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:67
#: ../../docs/development/compiling/compiling_with_mono.rst:68
msgid "Notes"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:68
#: ../../docs/development/compiling/compiling_with_mono.rst:69
msgid ""
"**Do not** build your final binaries with ``mono_glue=no``. This disables C# "
"scripting. This option must be used only for the temporary binary that will "
@@ -125,7 +126,7 @@ msgid ""
"without the glue sources."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:71
#: ../../docs/development/compiling/compiling_with_mono.rst:72
msgid ""
"The glue sources must be regenerated every time the ClassDB registered API "
"changes. That is, for example, when a new method is registered to the "
@@ -134,38 +135,38 @@ msgid ""
"the glue sources."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:77
#: ../../docs/development/compiling/compiling_with_mono.rst:78
msgid "Rebuild with Mono glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:79
#: ../../docs/development/compiling/compiling_with_mono.rst:80
msgid ""
"Once you have generated the Mono glue, you can build the final binary with "
"``mono_glue=yes``. It's the default value for ``mono_glue`` so you can also "
"omit it. You can build the Mono-enabled editor:"
"``mono_glue=yes``. This is the default value for ``mono_glue`` so you can "
"also omit it. You can build the Mono-enabled editor:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:86
#: ../../docs/development/compiling/compiling_with_mono.rst:87
msgid "And Mono-enabled export templates:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:92
#: ../../docs/development/compiling/compiling_with_mono.rst:93
msgid ""
"If everything went well, apart from the normal output SCons should have "
"created the following files in the ``bin`` directory:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:94
#: ../../docs/development/compiling/compiling_with_mono.rst:95
msgid ""
"If you're not static linking the Mono runtime, the build script will place "
"the Mono runtime shared library (``monosgen-2.0``) next next to the Godot "
"binary in the output directory. Make sure to include this library when "
"distributing Godot. When targeting Android, no extra steps are required, as "
"this library is automatically copied ``#platform/android/java/libs`` and "
"distributing Godot. When targeting Android, no extra steps are required as "
"this library is automatically copied to ``#platform/android/java/libs`` and "
"gradle takes care of the rest."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:97
#: ../../docs/development/compiling/compiling_with_mono.rst:98
msgid ""
"Unlike \"classical\" Godot builds, when building with the mono module "
"enabled and depending of the target platform a data directory may be created "
@@ -175,36 +176,36 @@ msgid ""
"directory<compiling_with_mono_data_directory>`."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:103
#: ../../docs/development/compiling/compiling_with_mono.rst:104
msgid "Examples"
msgstr "Beispiele"
#: ../../docs/development/compiling/compiling_with_mono.rst:106
#: ../../docs/development/compiling/compiling_with_mono.rst:107
msgid "Example (Windows)"
msgstr "Beispiel (Windows)"
#: ../../docs/development/compiling/compiling_with_mono.rst:122
#: ../../docs/development/compiling/compiling_with_mono.rst:123
msgid "Example (X11)"
msgstr "Beispiel (X11)"
#: ../../docs/development/compiling/compiling_with_mono.rst:140
#: ../../docs/development/compiling/compiling_with_mono.rst:141
msgid "Data directory"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:142
#: ../../docs/development/compiling/compiling_with_mono.rst:143
msgid ""
"The data directory is a dependency for Godot binaries built with the mono "
"module enabled. It contains files that are important for the correct "
"functioning of Godot. It must be distributed together with the Godot "
"executable. There is no data directory when targeting ``Android`` so the "
"following information does not apply to that platform."
"executable. This information does not apply for ``Android`` as there is no "
"data directory for that platform."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:147
#: ../../docs/development/compiling/compiling_with_mono.rst:148
msgid "Export templates"
msgstr "Exportvorlagen"
#: ../../docs/development/compiling/compiling_with_mono.rst:149
#: ../../docs/development/compiling/compiling_with_mono.rst:150
msgid ""
"The name of the data directory for a export template differs based on the "
"configuration it was built with. The format is ``data.mono.<platform>.<bits>."
@@ -212,14 +213,7 @@ msgid ""
"release``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:152
msgid ""
"In the case of export templates the data directory only contains Mono "
"framework assemblies and configuration files, as well as some shared library "
"dependencies like ``MonoPosixHelper``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:155
#: ../../docs/development/compiling/compiling_with_mono.rst:153
msgid ""
"This directory must be placed with its original name next to the Godot "
"export templates. When exporting a project, Godot will also copy this "
@@ -228,130 +222,106 @@ msgid ""
"in the project setting ``application/config/name``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:160
#: ../../docs/development/compiling/compiling_with_mono.rst:158
msgid ""
"In the case of macOS, where the export template is compressed as a zip file, "
"the contents of the data directory can be placed in the following locations "
"inside the zip:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:164
#: ../../docs/development/compiling/compiling_with_mono.rst:231
#: ../../docs/development/compiling/compiling_with_mono.rst:162
#: ../../docs/development/compiling/compiling_with_mono.rst:183
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:164
#: ../../docs/development/compiling/compiling_with_mono.rst:162
msgid "``/osx_template.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:166
#: ../../docs/development/compiling/compiling_with_mono.rst:233
#: ../../docs/development/compiling/compiling_with_mono.rst:164
#: ../../docs/development/compiling/compiling_with_mono.rst:185
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:166
#: ../../docs/development/compiling/compiling_with_mono.rst:164
msgid "``/osx_template.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:170
#: ../../docs/development/compiling/compiling_with_mono.rst:168
msgid "Editor"
msgstr "Editor"
#: ../../docs/development/compiling/compiling_with_mono.rst:172
#: ../../docs/development/compiling/compiling_with_mono.rst:170
msgid ""
"The name of the data directory for the Godot editor will always be "
"``GodotSharp``. The main structure of this directory has the following "
"subdirectories:"
"``GodotSharp``. The contents of this directory are the following:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:175
msgid "``Api`` (optional)"
#: ../../docs/development/compiling/compiling_with_mono.rst:173
msgid "``Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:176
#: ../../docs/development/compiling/compiling_with_mono.rst:174
msgid "``Mono`` (optional)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:177
msgid "``Tools`` (required)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:175
#, fuzzy
msgid "``Tools``"
msgstr "Werkzeuge"
#: ../../docs/development/compiling/compiling_with_mono.rst:179
#: ../../docs/development/compiling/compiling_with_mono.rst:177
msgid ""
"The ``Tools`` subdirectory contains tools required by the editor, like the "
"``GodotSharpTools`` assembly."
"The ``Api`` subdirectory contains the Godot API assemblies. In the case of "
"macOS, if the Godot editor is distributed as a bundle, the contents of the "
"data directory may be placed in the following locations:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:181
msgid ""
"The ``Mono`` subdirectory is optional. It can be used to bundle the Mono "
"framework assemblies and configuration files with the Godot editor, as well "
"as some shared library dependencies like ``MonoPosixHelper``. This is "
"important to avoid issues that might arise when the installed Mono version "
"in the user's system may not be the same as the one the Godot editor was "
"built with. You can make SCons copy these files to this subdirectory by "
"passing the option ``copy_mono_root=yes`` when building the editor."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:187
msgid ""
"The ``Api`` directory is also optional. Godot API assemblies are not bundled "
"with the editor by default. Instead the Godot editor will generate and build "
"them on the user's machine the first time they are required. This can be "
"avoided by generating and building them manually and placing them in this "
"subdirectory. If the editor can find them there, it will avoid the step of "
"generating and building them again."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:192
msgid ""
"The following is an example script for building and copying the Godot API "
"assemblies:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:223
msgid ""
"The script assumes it's being executed from the directory where SConstruct "
"is located. ``<godot_binary>`` refers to the tools binary compiled with the "
"Mono module enabled."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:226
msgid ""
"In the case of macOS, if the Godot editor is distributed as a bundle, the "
"contents of the data directory may be placed in the following locations:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:229
msgid "``bin/data.mono.<platform>.<bits>.<target>/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:229
#: ../../docs/development/compiling/compiling_with_mono.rst:181
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:231
#: ../../docs/development/compiling/compiling_with_mono.rst:183
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:233
#: ../../docs/development/compiling/compiling_with_mono.rst:185
msgid "``<bundle_name>.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:235
#: ../../docs/development/compiling/compiling_with_mono.rst:187
msgid "``bin/data.mono.<platform>.<bits>.<target>/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:235
#: ../../docs/development/compiling/compiling_with_mono.rst:187
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:239
#: ../../docs/development/compiling/compiling_with_mono.rst:190
msgid ""
"The ``Mono`` subdirectory is optional but will be needed when distributing "
"the editor, as some issues might arise when the installed Mono version in "
"the user's system is not be the same as the one the Godot editor was built "
"with. Pass ``copy_mono_root=yes`` to SCons when building the editor in order "
"to create this folder and its contents."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:194
msgid ""
"The ``Tools`` subdirectory contains tools required by the editor, like the "
"``GodotTools`` assemblies and its dependencies."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:197
#, fuzzy
msgid "Targeting Android"
msgstr "Eine einfache Erweiterung erstellen"
#: ../../docs/development/compiling/compiling_with_mono.rst:241
#: ../../docs/development/compiling/compiling_with_mono.rst:199
msgid ""
"Compiling the Android export templates with Mono is a bit simpler than it is "
"for the desktop platforms, as there are no additional steps required after "
@@ -360,65 +330,65 @@ msgid ""
"are automatically added to the gradle project."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:246
msgid ""
"**Important:** You need to manually specify the mono version with the "
"``MONO_VERSION`` environment variable."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:248
#: ../../docs/development/compiling/compiling_with_mono.rst:204
msgid ""
"Before building Godot you do need to cross compile the Mono runtime for the "
"target architectures. The easiest way to do this is to use the sdk Makefiles "
"from the Mono repository. The following is an example bash script:"
"target architectures. We recommend using these `build scripts <https://"
"github.com/godotengine/godot-mono-builds>`_. They simplify this process but "
"also include some patches needed for proper functioning with Godot. Read the "
"README for instructions on how to use the scripts."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:251
#: ../../docs/development/compiling/compiling_with_mono.rst:209
msgid ""
"*Note: We plan to distribute prebuilt packages of the Mono runtime in the "
"future so you don't have to build it yourself.*"
"Once you've built Mono, you can proceed to build Godot with the instructions "
"described in this page and the :ref:`Compiling for "
"Android<doc_compiling_for_android>` page. Make sure to let SCons know about "
"the location of the Mono runtime you just built: ``scons [...] mono_prefix="
"$HOME/mono-installs/android-armeabi-v7a-release`` (This path may be "
"different on your system depending on the options you used to build Mono)."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:313
#: ../../docs/development/compiling/compiling_with_mono.rst:216
msgid "Command-line options"
msgstr "Kommandozeilenoptionen"
#: ../../docs/development/compiling/compiling_with_mono.rst:315
#: ../../docs/development/compiling/compiling_with_mono.rst:218
msgid ""
"The following is the list of command-line options available when building "
"with the mono module:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:317
#: ../../docs/development/compiling/compiling_with_mono.rst:220
msgid ""
"**module_mono_enabled**: Build Godot with the mono module enabled ( yes | "
"**no** )"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:319
#: ../../docs/development/compiling/compiling_with_mono.rst:222
msgid ""
"**mono_glue**: Whether to include the glue source files in the build and "
"define `MONO_GLUE_DISABLED` as a preprocessor macro ( **yes** | no )"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:321
#: ../../docs/development/compiling/compiling_with_mono.rst:224
msgid ""
"**mono_prefix**: Path to the Mono installation directory for the target "
"platform and architecture"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:323
#: ../../docs/development/compiling/compiling_with_mono.rst:226
msgid ""
"**xbuild_fallback**: Whether to fallback to xbuild if MSBuild is not "
"available ( yes | **no** )"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:325
#: ../../docs/development/compiling/compiling_with_mono.rst:228
msgid ""
"**mono_static**: Whether to link the mono runtime statically ( yes | **no** )"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:327
#: ../../docs/development/compiling/compiling_with_mono.rst:230
msgid ""
"**copy_mono_root**: Whether to copy the Mono framework assemblies and "
"configuration files required by the Godot editor ( yes | **no** )"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -43,27 +43,27 @@ msgstr ""
msgid "Next, you will create a header file with a simple TTS class:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:44
#: ../../docs/development/cpp/binding_to_external_libraries.rst:45
msgid "And then you'll add the cpp file."
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:68
#: ../../docs/development/cpp/binding_to_external_libraries.rst:70
msgid ""
"Just as before, the new class needs to be registered somehow, so two more "
"files need to be created:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:76
#: ../../docs/development/cpp/binding_to_external_libraries.rst:78
msgid "With the following contents:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:104
#: ../../docs/development/cpp/binding_to_external_libraries.rst:105
msgid ""
"Next, you need to create a ``SCsub`` file so the build system compiles this "
"module:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:115
#: ../../docs/development/cpp/binding_to_external_libraries.rst:117
msgid ""
"You'll need to install the external library on your machine to get the .a "
"library files. See the library's official documentation for specific "
@@ -71,7 +71,7 @@ msgid ""
"the installation commands for Linux below, for reference."
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:126
#: ../../docs/development/cpp/binding_to_external_libraries.rst:128
msgid ""
"**Important:** The voices that Festival uses (and any other potential "
"external/3rd-party resource) all have varying licenses and terms of use; "
@@ -80,7 +80,7 @@ msgid ""
"the licenses and terms of use."
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:131
#: ../../docs/development/cpp/binding_to_external_libraries.rst:133
msgid ""
"The external library will also need to be installed inside your module to "
"make the source files accessible to the compiler, while also keeping the "
@@ -89,14 +89,14 @@ msgid ""
"commands:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:141
#: ../../docs/development/cpp/binding_to_external_libraries.rst:143
msgid ""
"If you don't want the external repository source files committed to your "
"repository, you can link to them instead by adding them as submodules (from "
"within the modules/tts/ directory), as seen below:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:150
#: ../../docs/development/cpp/binding_to_external_libraries.rst:152
msgid ""
"**Important:** Please note that Git submodules are not used in the Godot "
"repository. If you are developing a module to be merged into the main Godot "
@@ -105,31 +105,31 @@ msgid ""
"GDNative C++ plugin."
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:155
#: ../../docs/development/cpp/binding_to_external_libraries.rst:157
msgid ""
"To add include directories for the compiler to look at you can append it to "
"the environment's paths:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:166
#: ../../docs/development/cpp/binding_to_external_libraries.rst:168
msgid ""
"If you want to add custom compiler flags when building your module, you need "
"to clone `env` first, so it won't add those flags to whole Godot build "
"(which can cause errors). Example `SCsub` with custom flags:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:179
#: ../../docs/development/cpp/binding_to_external_libraries.rst:183
msgid "The final module should look like this:"
msgstr "Des endgültige Modul sollte wie folgt aussehen:"
#: ../../docs/development/cpp/binding_to_external_libraries.rst:197
#: ../../docs/development/cpp/binding_to_external_libraries.rst:201
msgid "Using the module"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:199
#: ../../docs/development/cpp/binding_to_external_libraries.rst:203
msgid "You can now use your newly created module from any script:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:208
#: ../../docs/development/cpp/binding_to_external_libraries.rst:212
msgid "And the output will be ``is_spoken: True`` if the text is spoken."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -525,7 +525,7 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:298
msgid ""
"If the build phase fails, check console for hints. On Linux it's most likely "
"that some dependencies are missing. Check :ref:`Compiling for X11 (Linux, "
"\\*BSD) <doc_compiling_for_x11>`"
"If the build phase fails, check the console for hints. On Linux it's most "
"likely that some dependencies are missing. Check :ref:`Compiling for X11 "
"(Linux, \\*BSD) <doc_compiling_for_x11>`"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -48,7 +48,7 @@ msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:24
msgid ""
"While it's recommended that most of a game is written in scripting (as it is "
"While it's recommended that most of a game be written in scripting (as it is "
"an enormous time saver), it's perfectly possible to use C++ instead. Adding C"
"++ modules can be useful in the following scenarios:"
msgstr ""
@@ -101,90 +101,90 @@ msgstr ""
msgid "Inside we will create a simple summator class:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:83
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84
msgid "And then the cpp file."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:117
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114
msgid ""
"Then, the new class needs to be registered somehow, so two more files need "
"to be created:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:125
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:122
msgid "With the following contents:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:149
msgid ""
"Next, we need to create a ``SCsub`` file so the build system compiles this "
"module:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:163
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:160
msgid ""
"With multiple sources, you can also add each file individually to a Python "
"string list:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:171
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:168
msgid ""
"This allows for powerful possibilities using Python to construct the file "
"list using loops and logic statements. Look at some of the other modules "
"that ship with Godot by default for examples."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:175
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172
msgid ""
"To add include directories for the compiler to look at you can append it to "
"the environment's paths:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:183
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:180
msgid ""
"If you want to add custom compiler flags when building your module, you need "
"to clone `env` first, so it won't add those flags to whole Godot build "
"(which can cause errors). Example `SCsub` with custom flags:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:196
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:195
msgid ""
"And finally, the configuration file for the module, this is a simple python "
"script that must be named ``config.py``:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:209
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208
msgid ""
"The module is asked if it's ok to build for the specific platform (in this "
"case, True means it will build for every platform)."
"The module is asked if it's OK to build for the specific platform (in this "
"case, ``True`` means it will build for every platform)."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:212
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:211
msgid ""
"And that's it. Hope it was not too complex! Your module should look like "
"this:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:223
msgid ""
"You can then zip it and share the module with everyone else. When building "
"for every platform (instructions in the previous sections), your module will "
"be included."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:228
msgid "Using the module"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230
msgid "You can now use your newly created module from any script:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:242
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241
msgid "And the output will be ``60``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:244
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243
msgid ""
"The previous Summator example is great for small, custom modules, but what "
"if you want to use a larger, external library? Refer to :ref:"
@@ -192,23 +192,23 @@ msgid ""
"libraries."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:249
msgid "Improving the build system for development"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:251
msgid ""
"So far we defined a clean and simple SCsub that allows us to add the sources "
"of our new module as part of the Godot binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:255
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254
msgid ""
"This static approach is fine when we want to build a release version of our "
"game given we want all the modules in a single binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:258
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:257
msgid ""
"However the trade-off is every single change means a full recompilation of "
"the game. Even if SCons is able to detect and recompile only the file that "
@@ -216,7 +216,7 @@ msgid ""
"a long and costly part."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:263
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:262
msgid ""
"The solution to avoid such a cost is to build our own module as a shared "
"library that will be dynamically loaded when starting our game's binary."
@@ -244,23 +244,23 @@ msgid ""
"using the `ARGUMENT` command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:338
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:340
msgid ""
"Now by default ``scons`` command will build our module as part of godot's "
"Now by default ``scons`` command will build our module as part of Godot's "
"binary and as a shared library when passing ``summator_shared=yes``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:341
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:343
msgid ""
"Finally you can even speedup build further by explicitly specifying your "
"shared module as target in the scons command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:349
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:351
msgid "Writing custom documentation"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:351
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:353
msgid ""
"Writing documentation may seem like a boring task, but it is highly "
"recommended to document your newly created module in order to make it easier "
@@ -269,22 +269,22 @@ msgid ""
"someone else, so be kind to your future self!"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:357
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:359
msgid "There are several steps in order to setup custom docs for the module:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:359
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:361
msgid ""
"Make a new directory in the root of the module. The directory name can be "
"anything, but we'll be using the ``doc_classes`` name throughout this "
"section."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:362
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364
msgid "Append the following code snippet to ``config.py``:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:374
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:376
msgid ""
"The ``get_doc_classes()`` method is necessary for the build system to know "
"which documentation classes of the module must be merged, since the module "
@@ -293,18 +293,18 @@ msgid ""
"one class, append those as well."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:380
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:382
msgid ""
"The ``get_doc_path()`` method is used by the build system to determine the "
"location of the docs. In our case, they will be located in the "
"``doc_classes`` directory."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:386
msgid "Run command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:390
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:392
msgid ""
"This will dump the engine API reference to the given ``<path>`` in XML "
"format. Notice that you'll need to configure your ``PATH`` to locate Godot's "
@@ -312,17 +312,17 @@ msgid ""
"might encounter an error similar to the following:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:400
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:402
msgid "Get generated doc file from ``godot/doc/classes/ClassName.xml``"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:402
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:404
msgid ""
"Copy this file to ``doc_classes``, optionally edit it, then compile the "
"engine."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:404
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:406
msgid ""
"The build system will fetch the documentation files from the ``doc_classes`` "
"directory and merge them with the base types. Once the compilation process "
@@ -330,51 +330,51 @@ msgid ""
"documentation system."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:408
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:410
msgid ""
"In order to keep documentation up-to-date, all you'll have to do is simply "
"modify one of the ``ClassName.xml`` files and recompile the engine from now "
"on."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:414
msgid "Summing up"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:414
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:416
msgid "Remember to:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:416
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:418
msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:417
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419
msgid ""
"use ``_bind_methods`` to bind your functions to scripting, and to allow them "
"to work as callbacks for signals."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422
msgid ""
"But this is not all, depending what you do, you will be greeted with some "
"(hopefully positive) surprises."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:423
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:425
msgid ""
"If you inherit from :ref:`class_Node` (or any derived node type, such as "
"Sprite), your new class will appear in the editor, in the inheritance tree "
"in the \"Add Node\" dialog."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:426
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428
msgid ""
"If you inherit from :ref:`class_Resource`, it will appear in the resource "
"list, and all the exposed properties can be serialized when saved/loaded."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:429
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:431
msgid ""
"By this same logic, you can extend the Editor and almost any area of the "
"engine."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -218,9 +218,10 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:177
msgid ""
"Keep in mind that the class you wish to attach to your node should be named "
"as the ``.cs`` file. Otherwise, you will get the following error and won't "
"be able to run the scene: *\"Cannot find class XXX for script res://XXX.cs\"*"
"Keep in mind that the class you wish to attach to your node should have the "
"same name as the ``.cs`` file. Otherwise, you will get the following error "
"and won't be able to run the scene: *\"Cannot find class XXX for script "
"res://XXX.cs\"*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:183

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -189,7 +189,7 @@ msgid "Between accessors in a single line accessor block."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:144
msgid "After a comma."
msgid "After a comma which is not at the end of a line."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:145

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -1968,9 +1968,9 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1483
msgid ""
"Signals are a `Callback <https://en.wikipedia.org/wiki/"
"Callback_(computer_programming)>` mechanism. They also fill the role of "
"Callback_(computer_programming)>`_ mechanism. They also fill the role of "
"Observers, a common programming pattern. For more information, read the "
"`Observer tutorial<http://gameprogrammingpatterns.com/observer.html>`_ in "
"`Observer tutorial <https://gameprogrammingpatterns.com/observer.html>`_ in "
"the Game Programming Patterns ebook."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -61,8 +61,9 @@ msgstr ""
"Diese Methode wird jedes Mal aufgerufen, wenn ein Frame gezeichnet wird:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:36
#, fuzzy
msgid ""
"It's important to bear in mind that the frequecy with which ``_process()`` "
"It's important to bear in mind that the frequency with which ``_process()`` "
"will be called depends on how many frames per second (FPS) your application "
"is running at. This rate can vary over time and devices."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -24,7 +24,7 @@ msgstr "Gestaltung von Benutzeroberflächen mit den Kontroll-Nodes"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:6
#, fuzzy
msgid ""
"Computer displays, mobile phones, and TV screen come in all shapes and "
"Computer displays, mobile phones, and TV screens come in all shapes and "
"sizes. To ship a game, you'll need to support different screen ratios and "
"resolutions. It can be hard to build responsive interfaces that adapt to all "
"platforms. Thankfully, Godot comes with robust tools to design and manage a "
@@ -348,13 +348,14 @@ msgstr ""
"begrenzen."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:131
#, fuzzy
msgid ""
"To animate the bar, you'll want to look at the Range section. Set the "
"``Min`` and ``Max`` properties to define the range of the gauge. For "
"instance, to represent a character's life, you'll want to set ``Min`` to ``0,"
"`` and ``Max`` to the character's maximum life. Change the ``Value`` "
"property to update the bar. If you leave the ``Min`` and ``Max`` values to "
"the default of ``1`` and ``100,`` and set the ``Value`` property to ``40``, "
"the default of ``0`` and ``100,`` and set the ``Value`` property to ``40``, "
"40% of the ``Progress`` texture will show up, and 60% of it will stay hidden."
msgstr ""
"Um den Balken zu animieren, wirf einen Blick auf die Range Sektion. Setze "

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -32,92 +32,100 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:12
msgid "Each has different advantages."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:14
msgid ""
"Each has different advantages. * Wav files use raw data or light "
"compression, make few demands on the CPU to play back (hundreds of "
"simultaneous voices in this format are fine), but take up significant space. "
"* Ogg Vorbis files use a stronger compression that results in much smaller "
"Wav files use raw data or light compression, make few demands on the CPU to "
"play back (hundreds of simultaneous voices in this format are fine), but "
"take up significant space."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:15
msgid ""
"Ogg Vorbis files use a stronger compression that results in much smaller "
"file size, but require significantly more processing power to play back."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:19
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:20
msgid "Here is a comparative chart."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:22
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:23
msgid "Format"
msgstr "Format"
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:22
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:23
msgid "1 Second of Audio"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:24
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:25
msgid "WAV 24 bits, 96 kHz, Stereo"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:24
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:25
msgid "576kb"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:26
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:27
msgid "WAV 16 bits, 44 kHz, Mono"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:26
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:27
msgid "88kb"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:28
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:29
msgid "WAV 16 bits, IMA-ADPCM, Mono"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:28
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:29
msgid "22kb"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:30
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:31
msgid "OGG 128kbps, Stereo"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:30
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:31
msgid "16kb"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:32
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:33
msgid "OGG Vorbis 96kbps, Stereo"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:32
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:33
msgid "12kb"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:35
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:36
msgid ""
"Consider using WAV for short and repetitive sound effects, and OGG for "
"music, speech, and long sound effects."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:39
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:40
msgid "Best practices"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:41
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:42
msgid ""
"Godot 3+ has an amazing bus system with built-in effects. This saves SFX "
"artists the need to add reverb to the sound effects, reducing their size "
"greatly and ensuring correct trimming. Say no to SFX with baked reverb!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:48
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:49
msgid "As you can see above, sound effects become huge with reverb added."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:51
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:52
msgid "Trimming"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:53
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:54
msgid ""
"One issue that happens often is that the waveform is exported with long "
"silences at the beginning and at the end. These are inserted by DAWs when "
@@ -125,22 +133,22 @@ msgid ""
"the moment they are played back."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:58
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:59
msgid "Importing as WAV with the Trimming option enabled solves this."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:62
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:63
msgid "Looping"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:64
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:65
msgid ""
"Godot supports looping in the samples (tools such as Sound Forge or Audition "
"can add loop points to wav files). This is useful for sound effects, such as "
"engines, machine guns etc. Ping-pong looping is also supported."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:69
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:70
msgid ""
"As an alternative, the import screen has a \"loop\" option that enables "
"looping for the entire sample when importing."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -319,7 +319,7 @@ msgid ""
"it performs one of these multi-source queries, it runs through *several* "
"iteration loops and HashMap lookups. What's more, the queries are linear-"
"time operations dependent on the Object's inheritance hierarchy size. If the "
"class the Object queries (it's current class) doesn't find anything, the "
"class the Object queries (its current class) doesn't find anything, the "
"request defers to the next base class, all the way up until the original "
"Object class. While these are each fast operations in isolation, the fact "
"that it must make so many checks is what makes them slower than both of the "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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