mirror of
https://github.com/godotengine/godot-docs-l10n.git
synced 2026-01-04 10:09:56 +03:00
Sync Sphinx templates with current docs
This commit is contained in:
2
docs
2
docs
Submodule docs updated: b6cb5c3ee7...90ffb6a6fa
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
@@ -151,7 +151,7 @@ msgid "The short answer is that we think the additional complexity both on your
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:85
|
||||
msgid "GDScript is designed to integrate from the ground to the way Godot works, more than any other language, and is simple and easy to learn. Takes at most a day or two to get comfortable and it's easy to see the benefits once you do. Please do the effort to learn GDScript, you will not regret it."
|
||||
msgid "GDScript is designed to integrate from the ground to the way Godot works, more than any other language, and is simple and easy to learn. Takes at most a day or two to get comfortable and it's easy to see the benefits once you do. Please make the effort to learn GDScript, you will not regret it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:91
|
||||
@@ -307,7 +307,7 @@ msgid "And that's it! Your game should work in multiple resolutions."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:223
|
||||
msgid "If there is a desire to make your game also work on ancient devices with tiny screens (less than 300 pixels in width), you can use the export option to shrink images, and set that build to be used for certain screen sizes in the App Store or Google Play."
|
||||
msgid "If there is a desire to make your game also work on ancient devices with tiny screens (fewer than 300 pixels in width), you can use the export option to shrink images, and set that build to be used for certain screen sizes in the App Store or Google Play."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:229
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
@@ -29,7 +29,7 @@ msgid "Path"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:17
|
||||
msgid "It is recommended that your godot binary is in your PATH environment variable, so it can be executed easily from any place by typing ``godot``. You can do so on Linux by placing the Godot binary in ``/usr/local/bin`` and making sure it is called ``godot``."
|
||||
msgid "It is recommended that your Godot binary is in your PATH environment variable, so it can be executed easily from any place by typing ``godot``. You can do so on Linux by placing the Godot binary in ``/usr/local/bin`` and making sure it is called ``godot``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:23
|
||||
@@ -56,91 +56,91 @@ msgstr ""
|
||||
msgid "Creating a project"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:51
|
||||
msgid "To create a project from the command line, navigate the to the desired place and create an empty project.godot file."
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:52
|
||||
msgid "Creating a project from the command line can be done by navigating the shell to the desired place and making a project.godot file."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:59
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:63
|
||||
msgid "The project can now be opened with Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:62
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:67
|
||||
msgid "Running the editor"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:64
|
||||
msgid "Running the editor is done by executing godot with the ``-e`` flag. This must be done from within the project directory, or a subdirectory, otherwise the command is ignored and the project manager appears."
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:69
|
||||
msgid "Running the editor is done by executing godot with the ``-e`` flag. This must be done from within the project directory or a subdirectory, otherwise the command is ignored and the project manager appears."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:72
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:77
|
||||
msgid "If a scene has been created and saved, it can be edited later by running the same code with that scene as argument."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:80
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:85
|
||||
msgid "Erasing a scene"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:82
|
||||
msgid "Godot is friends with your filesystem, and will not create extra metadata files, simply use ``rm`` to erase a file. Make sure nothing references that scene, or else an error will be thrown upon opening."
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:87
|
||||
msgid "Godot is friends with your filesystem and will not create extra metadata files. Use ``rm`` to erase a scene file. Make sure nothing references that scene or else an error will be thrown upon opening."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:91
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:96
|
||||
msgid "Running the game"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:93
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:98
|
||||
msgid "To run the game, simply execute Godot within the project directory or subdirectory."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:100
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:105
|
||||
msgid "When a specific scene needs to be tested, pass that scene to the command line."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:108
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:113
|
||||
msgid "Debugging"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:110
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:115
|
||||
msgid "Catching errors in the command line can be a difficult task because they just fly by. For this, a command line debugger is provided by adding ``-d``. It works for both running the game or a simple scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:123
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:128
|
||||
msgid "Exporting"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:125
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:130
|
||||
msgid "Exporting the project from the command line is also supported. This is especially useful for continuous integration setups. The version of Godot that is headless (server build, no video) is ideal for this."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:134
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:139
|
||||
msgid "The platform names recognized by the ``--export`` switch are the same as displayed in the export wizard of the editor. To get a list of supported platforms from the command line, try exporting to a non-recognized platform and the full listing of platforms your configuration supports will be shown."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:140
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:145
|
||||
msgid "To export a debug version of the game, use the ``--export-debug`` switch instead of ``--export``. Their parameters and usage are the same."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:144
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:149
|
||||
msgid "Running a script"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:146
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:151
|
||||
msgid "It is possible to run a simple .gd script from the command line. This feature is especially useful in large projects, for batch conversion of assets or custom import/export."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:150
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:155
|
||||
msgid "The script must inherit from SceneTree or MainLoop."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:152
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:157
|
||||
msgid "Here is a simple example of how it works:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:163
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:168
|
||||
msgid "And how to run it:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:170
|
||||
#: ../../docs/getting_started/editor/command_line_tutorial.rst:175
|
||||
msgid "If no project.godot exists at the path, current path is assumed to be the current working directory (unless ``-path`` is specified)."
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
@@ -24,387 +24,387 @@ msgstr ""
|
||||
msgid "This guide provides an overview of Godot Engine from the viewpoint of a Unity user, and aims to help you migrate your existing Unity experience into the world of Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:13
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:14
|
||||
msgid "Differences"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:16
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:17
|
||||
msgid "Unity"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:16
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:17
|
||||
msgid "Godot"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:18
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:19
|
||||
msgid "License"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:18
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:19
|
||||
msgid "Proprietary, closed, free license with revenue caps and usage restrictions"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:18
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:19
|
||||
msgid "MIT license, free and fully open source without any restriction"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:20
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:21
|
||||
msgid "OS (editor)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:20
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:21
|
||||
msgid "Windows, macOS, Linux (unofficial and unsupported)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:20
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:21
|
||||
msgid "Windows, macOS, X11 (Linux, \\*BSD)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:22
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:23
|
||||
msgid "OS (export)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:22
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:23
|
||||
msgid "**Desktop:** Windows, macOS, Linux"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:23
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:24
|
||||
msgid "**Mobile:** Android, iOS, Windows Phone, Tizen"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:24
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:25
|
||||
msgid "**Web:** WebAssembly or asm.js"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:25
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:26
|
||||
msgid "**Consoles:** PS4, PS Vita, Xbox One, Xbox 360, Wii U, Nintendo 3DS"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:26
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:27
|
||||
msgid "**VR:** Oculus Rift, SteamVR, Google Cardboard, Playstation VR, Gear VR, HoloLens"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:27
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:28
|
||||
msgid "**TV:** Android TV, Samsung SMART TV, tvOS"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:22
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:23
|
||||
msgid "**Desktop:** Windows, macOS, X11"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:23
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:24
|
||||
msgid "**Mobile:** Android, iOS"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:24
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:25
|
||||
msgid "**Web:** WebAssembly"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:25
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:26
|
||||
msgid "**Console:** See :ref:`doc_consoles`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:26
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:27
|
||||
msgid "**VR:** Oculus Rift, SteamVR"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:29
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:30
|
||||
msgid "Scene system"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:29
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:30
|
||||
msgid "Component/Scene (GameObject > Component)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:30
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:31
|
||||
msgid "Prefabs"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:29
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:30
|
||||
msgid ":ref:`Scene tree and nodes <doc_scenes_and_nodes>`, allowing scenes to be nested and/or inherit other scenes"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:32
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:33
|
||||
msgid "Third-party tools"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:32
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:33
|
||||
msgid "Visual Studio or VS Code"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:32
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:33
|
||||
msgid ":ref:`External editors are possible <doc_external_editor>`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:33
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:34
|
||||
msgid ":ref:`Android SDK for Android export <doc_exporting_for_android>`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:35
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:36
|
||||
msgid "Killer features"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:35
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:36
|
||||
msgid "Huge community"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:36
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:37
|
||||
msgid "Large assets store"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:35
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:36
|
||||
msgid "Scene System"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:36
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:37
|
||||
msgid ":ref:`Animation Pipeline <doc_animations>`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:37
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:38
|
||||
msgid ":ref:`Easy to write Shaders <doc_shading_language>`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:38
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:39
|
||||
msgid "Debug on Device"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:45
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:46
|
||||
msgid "The editor"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:47
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:48
|
||||
msgid "Godot Engine provides a rich-featured editor that allows you to build your games. The pictures below display both editors with colored blocks to indicate common functionalities."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:53
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:55
|
||||
msgid "Note that Godot editor allows you to dock each panel at the side of the scene editor you wish."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:55
|
||||
msgid "While both editors may seem similar, there are many differences below the surface. Both let you organize the project using the filesystem, but Godot approach is simpler, with a single configuration file, minimalist text format, and no metadata. All this contributes to Godot being much friendlier to VCS systems such as Git, Subversion or Mercurial."
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:57
|
||||
msgid "While both editors may seem similar, there are many differences below the surface. Both let you organize the project using the filesystem, but Godot's approach is simpler with a single configuration file, minimalist text format, and no metadata. All this contributes to Godot being much friendlier to VCS systems such as Git, Subversion, or Mercurial."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:57
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:62
|
||||
msgid "Godot's Scene panel is similar to Unity's Hierarchy panel but, as each node has a specific function, the approach used by Godot is more visually descriptive. In other words, it's easier to understand what a specific scene does at a glance."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:59
|
||||
msgid "The Inspector in Godot is more minimalist and designed to only show properties. Thanks to this, objects can export a much larger amount of useful parameters to the user, without having to hide functionality in language APIs. As a plus, Godot allows animating any of those properties visually, so changing colors, textures, enumerations or even links to resources in real-time is possible without involving code."
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:66
|
||||
msgid "The Inspector in Godot is more minimalist and designed to only show properties. Thanks to this, objects can export a much larger amount of useful parameters to the user without having to hide functionality in language APIs. As a plus, Godot allows animating any of those properties visually, so changing colors, textures, enumerations, or even links to resources in real-time is possible without involving code."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:61
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:71
|
||||
msgid "Finally, the Toolbar at the top of the screen is similar in the sense that it allows controlling the project playback, but projects in Godot run in a separate window, as they don't execute inside the editor (but the tree and objects can still be explored in the debugger window)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:63
|
||||
msgid "This approach has the disadvantage that the running game can't be explored from different angles (though this may be supported in the future, and displaying collision gizmos in the running game is already possible), but in exchange has several advantages:"
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:75
|
||||
msgid "This approach has the disadvantage that the running game can't be explored from different angles (though this may be supported in the future and displaying collision gizmos in the running game is already possible), but in exchange has several advantages:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:65
|
||||
msgid "Running the project and closing it is fast (Unity has to save, run the project, close the project and then reload the previous state)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:66
|
||||
msgid "Live editing is a lot more useful, because changes done to the editor take effect immediately in the game, and are not lost (nor have to be synced) when the game is closed. This allows fantastic workflows, like creating levels while you play them."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:67
|
||||
msgid "The editor is more stable, because the game runs in a separate process."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:69
|
||||
msgid "Finally, the top toolbar includes a menu for remote debugging. These options make it simple to deploy to a device (connected phone, tablet or browser via HTML5), and debug/live edit on it after the game was exported."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:72
|
||||
msgid "The scene system"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:74
|
||||
msgid "This is the most important difference between Unity and Godot, and actually the favourite feature of most Godot users."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:76
|
||||
msgid "Unity's scene system consist in embedding all the required assets in a scene, and link them together by setting components and scripts to them."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:78
|
||||
msgid "Godot's scene system is different: it actually consists in a tree made of nodes. Each node serves a purpose: Sprite, Mesh, Light... Basically, this is similar to Unity scene system. However, each node can have multiple children, which make each a subscene of the main scene. This means you can compose a whole scene with different scenes, stored in different files."
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:79
|
||||
msgid "Running the project and closing it is fast (Unity has to save, run the project, close the project, and then reload the previous state)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:80
|
||||
msgid "For example, think of a platformer level. You would compose it with multiple elements:"
|
||||
msgid "Live editing is a lot more useful because changes done to the editor take effect immediately in the game and are not lost (nor have to be synced) when the game is closed. This allows fantastic workflows, like creating levels while you play them."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:82
|
||||
msgid "Bricks"
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:81
|
||||
msgid "The editor is more stable because the game runs in a separate process."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:83
|
||||
msgid "Coins"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:84
|
||||
msgid "The player"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:85
|
||||
msgid "The enemies"
|
||||
msgid "Finally, the top toolbar includes a menu for remote debugging. These options make it simple to deploy to a device (connected phone, tablet, or browser via HTML5), and debug/live edit on it after the game was exported."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:88
|
||||
msgid "In Unity, you would put all the GameObjects in the scene: the player, multiple instances of enemies, bricks everywhere to form the ground of the level, and multiple instances of coins all over the level. You would then add various components to each element to link them and add logic in the level: for example, you'd add a BoxCollider2D to all the elements of the scene so that they can collide. This principle is different in Godot."
|
||||
msgid "The scene system"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:90
|
||||
msgid "In Godot, you would split your whole scene into 3 separate, smaller scenes, which you would then instance in the main scene."
|
||||
msgid "This is the most important difference between Unity and Godot and, actually, the favourite feature of most Godot users."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:92
|
||||
msgid "**First, a scene for the Player alone.**"
|
||||
msgid "Unity's scene system consists of embedding all the required assets in a scene and linking them together by setting components and scripts to them."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:94
|
||||
msgid "Consider the player as a reusable element in other levels. It is composed of one node in particular: an AnimatedSprite node, which contains the sprite textures to form various animations (for example, walking animation)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:96
|
||||
msgid "**Second, a scene for the Enemy.**"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:98
|
||||
msgid "There again, an enemy is a reusable element in other levels. It is almost the same as the Player node - the only differences are the script (that manages AI, mostly) and sprite textures used by the AnimatedSprite."
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:95
|
||||
msgid "Godot's scene system is different: it actually consists in a tree made of nodes. Each node serves a purpose: Sprite, Mesh, Light, etc. Basically, this is similar to Unity scene system. However, each node can have multiple children, which makes each a subscene of the main scene. This means you can compose a whole scene with different scenes stored in different files."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:100
|
||||
msgid "**Lastly, the Level scene.**"
|
||||
msgid "For example, think of a platformer level. You would compose it with multiple elements:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:102
|
||||
msgid "It is composed of Bricks (for platforms), Coins (for the player to grab) and a certain number of instances of the previous Enemy scene. These will be different, separate enemies, whose behaviour and appearance will be the same as defined in the Enemy scene. Each instance is then considered as a node in the Level scene tree. Of course, you can set different properties for each enemy node (to change its color for example)."
|
||||
msgid "Bricks"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:103
|
||||
msgid "Coins"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:104
|
||||
msgid "Finally, the main scene would then be composed of one root node with 2 children: a Player instance node, and a Level instance node. The root node can be anything, generally a \"root\" type such as \"Node\" which is the most global type, or \"Node2D\" (root type of all 2D-related nodes), \"Spatial\" (root type of all 3D-related nodes) or \"Control\" (root type of all GUI-related nodes)."
|
||||
msgid "The player"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:105
|
||||
msgid "The enemies"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:108
|
||||
msgid "As you can see, every scene is organized as a tree. The same goes for nodes' properties: you don't *add* a collision component to a node to make it collidable like Unity does. Instead, you make this node a *child* of a new specific node that has collision properties. Godot features various collision types nodes, depending of the use (see the :ref:`Physics introduction <doc_physics_introduction>`)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:110
|
||||
msgid "Question: What are the advantages of this system? Wouldn't this system potentially increase the depth of the scene tree? Besides, Unity allows organizing GameObjects by putting them in empty GameObjects."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:112
|
||||
msgid "First, this system is closer to the well-known Object-Oriented paradigm: Godot provides a number of nodes which are not clearly \"Game Objects\", but they provide their children with their own capabilities: this is inheritance."
|
||||
msgid "In Unity, you would put all the GameObjects in the scene: the player, multiple instances of enemies, bricks everywhere to form the ground of the level and then multiple instances of coins all over the level. You would then add various components to each element to link them and add logic in the level: For example, you'd add a BoxCollider2D to all the elements of the scene so that they can collide. This principle is different in Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:113
|
||||
msgid "Second, it allows the extraction a subtree of scene to make it a scene of its own, which answers to the second and third questions: even if a scene tree gets too deep, it can be split into smaller subtrees. This also allows a better solution for reusability, as you can include any subtree as a child of any node. Putting multiple nodes in an empty GameObject in Unity does not provide the same possibility, apart from a visual organization."
|
||||
msgid "In Godot, you would split your whole scene into 3 separate, smaller scenes, which you would then instance in the main scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:116
|
||||
msgid "These are the most important concepts you need to remember: \"node\", \"parent node\" and \"child node\"."
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:115
|
||||
msgid "**First, a scene for the Player alone.**"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:117
|
||||
msgid "Consider the player as a reusable element in other levels. It is composed of one node in particular: an AnimatedSprite node, which contains the sprite textures to form various animations (for example, walking animation)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:120
|
||||
msgid "Project organization"
|
||||
msgid "**Second, a scene for the Enemy.**"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:124
|
||||
msgid "We previously observed that there is no perfect solution to set a project architecture. Any solution will work for Unity and Godot, so this point has a lesser importance."
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:122
|
||||
msgid "There again, an enemy is a reusable element in other levels. It is almost the same as the Player node - the only differences are the script (that manages AI, mostly) and sprite textures used by the AnimatedSprite."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:126
|
||||
msgid "However, we often observe a common architecture for Unity projects, which consists in having one Assets folder in the root directory, that contains various folders, one per type of asset: Audio, Graphics, Models, Materials, Scripts, Scenes, etc."
|
||||
msgid "**Lastly, the Level scene.**"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:128
|
||||
msgid "As described before, Godot scene system allows splitting scenes in smaller scenes. Since each scene and subscene is actually one scene file in the project, we recommend organizing your project a bit differently. This wiki provides a page for this: :ref:`doc_project_organization`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:132
|
||||
msgid "Where are my prefabs?"
|
||||
msgid "It is composed of Bricks (for platforms), Coins (for the player to grab) and a certain number of instances of the previous Enemy scene. These will be different, separate enemies, whose behaviour and appearance will be the same as defined in the Enemy scene. Each instance is then considered as a node in the Level scene tree. Of course, you can set different properties for each Enemy node (to change its color, for example)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:134
|
||||
msgid "The concept of prefabs as provided by Unity is a 'template' element of the scene. It is reusable, and each instance of the prefab that exists in the scene has an existence of its own, but all of them have the same properties as defined by the prefab."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:136
|
||||
msgid "Godot does not provide prefabs as such, but this functionality is here again filled thanks to its scene system: as we saw the scene system is organized as a tree. Godot allows you to save a subtree of a scene as its own scene, thus saved in its own file. This new scene can then be instanced as many times as you want. Any change you make to this new, separate scene will be applied to its instances. However, any change you make to the instance will not have any impact on the 'template' scene."
|
||||
msgid "Finally, the main scene would then be composed of one root node with 2 children: a Player instance node, and a Level instance node. The root node can be anything, generally a \"root\" type such as \"Node\" which is the most global type, or \"Node2D\" (root type of all 2D-related nodes), \"Spatial\" (root type of all 3D-related nodes) or \"Control\" (root type of all GUI-related nodes)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:140
|
||||
msgid "To be precise, you can modify the parameters of the instance in the Inspector panel. However, the nodes that compose this instance are locked and you can unlock them if you need to by right clicking the instance in the Scene tree, and selecting \"Editable children\" in the menu. You don't need to do this to add new children nodes to this node, but remember that these new children will belong to the instance, not the 'template' scene. If you want to add new children to all the instances of your 'template' scene, then you need to add it once in the 'template' scene."
|
||||
msgid "As you can see, every scene is organized as a tree. The same goes for nodes' properties: you don't *add* a collision component to a node to make it collidable like Unity does. Instead, you make this node a *child* of a new specific node that has collision properties. Godot features various collision types nodes, depending of the use (see the :ref:`Physics introduction <doc_physics_introduction>`)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:145
|
||||
msgid "Glossary correspondence"
|
||||
msgid "Question: What are the advantages of this system? Wouldn't this system potentially increase the depth of the scene tree? Besides, Unity allows organizing GameObjects by putting them in empty GameObjects."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:147
|
||||
msgid "GameObject -> Node Add a component -> Inheriting Prefab -> Externalized branch"
|
||||
msgid "First, this system is closer to the well-known object-oriented paradigm: Godot provides a number of nodes which are not clearly \"Game Objects\", but they provide their children with their own capabilities: this is inheritance."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:153
|
||||
msgid "Scripting: GDScript, C# and Visual Script"
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:148
|
||||
msgid "Second, it allows the extraction a subtree of scene to make it a scene of its own, which answers the second and third questions: even if a scene tree gets too deep, it can be split into smaller subtrees. This also allows a better solution for reusability, as you can include any subtree as a child of any node. Putting multiple nodes in an empty GameObject in Unity does not provide the same possibility, apart from a visual organization."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:156
|
||||
msgid "Design"
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:151
|
||||
msgid "These are the most important concepts you need to remember: \"node\", \"parent node\", and \"child node\"."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:158
|
||||
msgid "As you may know already, Unity supports C#. C# benefits from its integration with Visual Studio and other features, such as static typing."
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:155
|
||||
msgid "Project organization"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:160
|
||||
msgid "Godot provides its own scripting language, :ref:`GDScript <doc_scripting>` as well as support for :ref:`Visual Script <toc-learn-scripting-visual_script>` and :ref:`C# <doc_c_sharp>`. GDScript borrows its syntax from Python, but is not related to it. If you wonder about the reasoning for a custom scripting language, please read :ref:`GDScript <doc_gdscript>` and `FAQ <faq>`_ pages. GDScript is strongly attached to the Godot API, but it is easy to learn."
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:159
|
||||
msgid "We previously observed that there is no perfect solution to set a project architecture. Any solution will work for Unity and Godot, so this point has a lesser importance."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:162
|
||||
msgid "Unity allows you to attach as many scripts as you want to a GameObject. Each script adds a behaviour to the GameObject: for example, you can attach a script so that it reacts to the player's controls, and another that controls its specific game logic."
|
||||
msgid "However, we often observe a common architecture for Unity projects, which consists of having one Assets folder in the root directory that contains various folders, one per type of asset: Audio, Graphics, Models, Materials, Scripts, Scenes, etc."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:164
|
||||
msgid "In Godot, you can only attach one script per node. You can use either an external GDScript file, or include it directly in the node. If you need to attach more scripts to one node, then you may consider two solutions, depending on your scene and on what you want to achieve:"
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:165
|
||||
msgid "As described before, the Godot scene system allows splitting scenes into smaller scenes. Since each scene and subscene is actually one scene file in the project, we recommend organizing your project a bit differently. This wiki provides a page for this: :ref:`doc_project_organization`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:166
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:171
|
||||
msgid "Where are my prefabs?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:173
|
||||
msgid "The concept of prefabs as provided by Unity is a 'template' element of the scene. It is reusable, and each instance of the prefab that exists in the scene has an existence of its own, but all of them have the same properties as defined by the prefab."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:177
|
||||
msgid "Godot does not provide prefabs as such, but this functionality is here, again, filled thanks to its scene system: As we saw the scene system is organized as a tree. Godot allows you to save a subtree of a scene as its own scene, thus saved into its own file. This new scene can then be instanced as many times as you want. Any change you make to this new, separate scene will be applied to its instances. However, any change you make to the instance will not have any impact on the 'template' scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:185
|
||||
msgid "To be precise, you can modify the parameters of the instance in the Inspector panel. However, the nodes that compose this instance are locked although you can unlock them if you need to by right-clicking the instance in the Scene tree and selecting \"Editable children\" in the menu. You don't need to do this to add new children nodes to this node, but it is possible. Remember that these new children will belong to the instance, not the 'template' scene. If you want to add new children to all the instances of your 'template' scene, then you need to add them in the 'template' scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:195
|
||||
msgid "Glossary correspondence"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:197
|
||||
msgid "GameObject -> Node Add a component -> Inheriting Prefab -> Externalized branch"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:203
|
||||
msgid "Scripting: GDScript, C# and Visual Script"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:206
|
||||
msgid "Design"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:208
|
||||
msgid "As you may know already, Unity supports C#. C# benefits from its integration with Visual Studio and other features, such as static typing."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:210
|
||||
msgid "Godot provides its own scripting language, :ref:`GDScript <doc_scripting>` as well as support for :ref:`Visual Script <toc-learn-scripting-visual_script>` and :ref:`doc_c_sharp`. GDScript borrows its syntax from Python, but is not related to it. If you wonder about the reasoning for a custom scripting language, please read :ref:`GDScript <doc_gdscript>` and `FAQ <faq>`_ pages. GDScript is strongly attached to the Godot API and is really easy to learn: Between one evening for an experienced programmer and a week for a complete beginner."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:216
|
||||
msgid "Unity allows you to attach as many scripts as you want to a GameObject. Each script adds a behaviour to the GameObject: For example, you can attach a script so that it reacts to the player's controls, and another that controls its specific game logic."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:220
|
||||
msgid "In Godot, you can only attach one script per node. You can use either an external GDScript file or include the script directly in the node. If you need to attach more scripts to one node, then you may consider two solutions, depending on your scene and on what you want to achieve:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:224
|
||||
msgid "either add a new node between your target node and its current parent, then add a script to this new node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:167
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:225
|
||||
msgid "or, your can split your target node into multiple children and attach one script to each of them."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:169
|
||||
msgid "As you can see, it can be easy to turn a scene tree to a mess. This is why it is important to have a real reflection, and consider splitting a complicated scene into multiple, smaller branches."
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:227
|
||||
msgid "As you can see, it can be easy to turn a scene tree to a mess. This is why it is important to have a real reflection and consider splitting a complicated scene into multiple, smaller branches."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:172
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:231
|
||||
msgid "Connections : groups and signals"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:174
|
||||
msgid "You can control nodes by accessing them using a script, and call functions (built-in or user-defined) on them. But there's more: you can also place them in a group and call a function on all nodes contained in this group! This is explained in :ref:`this page <doc_scripting_continued>`."
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:233
|
||||
msgid "You can control nodes by accessing them using a script and calling functions (built-in or user-defined) on them. But there's more: You can also place them in a group and call a function on all nodes contained in this group! This is explained in :ref:`this page <doc_scripting_continued>`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:176
|
||||
msgid "But there's more! Certain nodes throw signals when certain actions happen. You can connect these signals to call a specific function when they happen. Note that you can define your own signals and send them whenever you want. This feature is documented `here <../scripting/gdscript/gdscript_basics.html#signals>`_."
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:237
|
||||
msgid "But there's more! Certain nodes throw signals when certain actions happen. You can connect these signals to call a specific function when they happen. Note that you can define your own signals and send them whenever you want. This feature is documented `here <gdscript.html#signals>`_."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:180
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:243
|
||||
msgid "Using Godot in C++"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:182
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:245
|
||||
msgid "For your information, Godot also allows you to develop your project directly in C++ by using its API, which is not possible with Unity at the moment. As an example, you can consider Godot Engine's editor as a \"game\" written in C++ using Godot API."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:184
|
||||
#: ../../docs/getting_started/editor/unity_to_godot.rst:247
|
||||
msgid "If you are interested in using Godot in C++, you may want to start reading the :ref:`Developing in C++ <doc_introduction_to_godot_development>` page."
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
@@ -149,7 +149,7 @@ msgid "Right-clicking the variable allows you to configure its properties:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:147
|
||||
msgid "As it can be seen above, the type and initial value of the variable can be changed, as well as some property hints (@TODO, document this). Ticking the \"Export\" options makes the variable visible in the Inspector when selecting the node. This also makes it available to other scripts via the method described in the previous step."
|
||||
msgid "As it can be seen above, the type and initial value of the variable can be changed, as well as some property hints. Ticking the \"Export\" options makes the variable visible in the Inspector when selecting the node. This also makes it available to other scripts via the method described in the previous step."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:153
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
@@ -81,7 +81,7 @@ msgid "The keyframe will be added in the animation player editor:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/animations.rst:62
|
||||
msgid "Move the editor cursor to the end, by clicking here:"
|
||||
msgid "Move the editor cursor to the end by clicking here:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/animations.rst:66
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
@@ -25,7 +25,7 @@ msgid "Introduction"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/filesystem.rst:9
|
||||
msgid "File systems are yet another hot topic in engine development. The file system manages how the assets are stored, and how they are accessed. A well designed file system also allows multiple developers to edit the same source files and assets while collaborating together."
|
||||
msgid "File systems are yet another hot topic in engine development. The file system manages how the assets are stored and how they are accessed. A well designed file system also allows multiple developers to edit the same source files and assets while collaborating together."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/filesystem.rst:14
|
||||
@@ -109,7 +109,7 @@ msgid "There are some drawbacks to this simple file system design. The first iss
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/filesystem.rst:103
|
||||
msgid "To avoid this, do all your move, delete and rename operations from within Godot, on the FileSystem dock. Never move assets from outside Godot, or dependencies will have to be fixed manually (Godot detects this and helps you fix them anyway, but why going the hardest route?)."
|
||||
msgid "To avoid this, do all your move, delete and rename operations from within Godot, on the FileSystem dock. Never move assets from outside Godot, or dependencies will have to be fixed manually (Godot detects this and helps you fix them anyway, but why go the hard route?)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/filesystem.rst:108
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
@@ -25,7 +25,7 @@ msgid "Nodes and resources"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:9
|
||||
msgid "So far, :ref:`Nodes <class_Node>` have been the most important datatype in Godot, as most of the behaviors and features of the engine are implemented through them. There is another datatype that is equally important: :ref:`Resource <class_Resource>`."
|
||||
msgid "So far, :ref:`Nodes <class_Node>` have been the most important datatype in Godot as most of the behaviors and features of the engine are implemented through them. There is another datatype that is equally important: :ref:`Resource <class_Resource>`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:15
|
||||
@@ -49,7 +49,7 @@ msgid "When a resource is loaded from disk, **it is always loaded once**. That m
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:42
|
||||
msgid "Typically, every object in Godot (Node, Resource, or anything else) can export properties, properties can be of many types (like a string, integer, Vector2, etc) and one of those types can be a resource. This means that both nodes and resources can contain resources as properties. To make it a little more visual:"
|
||||
msgid "Typically, every object in Godot (Node, Resource, or anything else) can export properties. Properties can be of many types (like a string, integer, Vector2, etc) and one of those types can be a resource. This means that both nodes and resources can contain resources as properties. To make it a little more visual:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:51
|
||||
@@ -65,7 +65,7 @@ msgid "To be more specific, here's a :ref:`Texture <class_Texture>` in a :ref:`S
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:61
|
||||
msgid "Pressing the \">\" button on the right side of the preview allows to view and edit the resources properties. One of the properties (path) shows where it comes from. In this case, it comes from a png image."
|
||||
msgid "Pressing the \">\" button on the right side of the preview allows us to view and edit the resources properties. One of the properties (path) shows where it comes from. In this case, it comes from a png image."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:67
|
||||
@@ -85,7 +85,7 @@ msgid "Loading resources from code is easy. There are two ways to do it. The fir
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:101
|
||||
msgid "The second way is more optimal, but only works with a string constant parameter, because it loads the resource at compile-time."
|
||||
msgid "The second way is more optimal, but only works with a string constant parameter because it loads the resource at compile-time."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:116
|
||||
@@ -100,27 +100,27 @@ msgstr ""
|
||||
msgid "To obtain an instance of the scene, the method :ref:`PackedScene.instance() <class_PackedScene_instance>` must be used."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:142
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:143
|
||||
msgid "This method creates the nodes in the scene's hierarchy, configures them (sets all the properties) and returns the root node of the scene, which can be added to any other node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:146
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:147
|
||||
msgid "The approach has several advantages. As the :ref:`PackedScene.instance() <class_PackedScene_instance>` function is pretty fast, adding extra content to the scene can be done efficiently. New enemies, bullets, effects, etc can be added or removed quickly, without having to load them again from disk each time. It is important to remember that, as always, images, meshes, etc are all shared between the scene instances."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:155
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:156
|
||||
msgid "Freeing resources"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:157
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:158
|
||||
msgid "Resource extends from :ref:`Reference <class_Reference>`. As such, when a resource is no longer in use, it will automatically free itself. Since, in most cases, Resources are contained in Nodes, scripts or other resources, when a node is removed or freed, all the children resources are freed too."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:164
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:165
|
||||
msgid "Scripting"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:166
|
||||
#: ../../docs/getting_started/step_by_step/resources.rst:167
|
||||
msgid "Like any object in Godot, not just nodes, resources can be scripted, too. However, there isn't generally much of an advantage, as resources are just data containers."
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
@@ -34,7 +34,7 @@ msgid "In previous tutorials, everything revolved around the concept of nodes. S
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:16
|
||||
msgid "This concept deserves going into a little more detail. In fact, the scene system is not even a core component of Godot, as it is possible to skip it and write a script (or C++ code) that talks directly to the servers. But making a game that way would be a lot of work."
|
||||
msgid "This concept deserves going into a little more detail. In fact, the scene system is not even a core component of Godot as it is possible to skip it and write a script (or C++ code) that talks directly to the servers, but making a game that way would be a lot of work."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:22
|
||||
@@ -54,7 +54,7 @@ msgid "The user program, or game, starts in the MainLoop. This class has a few m
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:43
|
||||
msgid "One of the ways to explain how Godot works, is that it's a high level game engine over a low level middleware."
|
||||
msgid "One of the ways to explain how Godot works is that it's a high level game engine over a low level middleware."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:46
|
||||
@@ -70,15 +70,15 @@ msgid "It's important to know that this class exists because it has a few import
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:57
|
||||
msgid "It contains the root :ref:`Viewport <class_Viewport>`, to which a scene is added as a child when it's first opened, to become part of the *Scene Tree* (more on that next)"
|
||||
msgid "It contains the root :ref:`Viewport <class_Viewport>`, to which a scene is added as a child when it's first opened to become part of the *Scene Tree* (more on that next)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:60
|
||||
msgid "It contains information about the groups, and has means to call all nodes in a group, or get a list of them."
|
||||
msgid "It contains information about the groups and has the means to call all nodes in a group or get a list of them."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:62
|
||||
msgid "It contains some global state functionality, such as setting pause mode, or quitting the process."
|
||||
msgid "It contains some global state functionality, such as setting pause mode or quitting the process."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:65
|
||||
@@ -94,7 +94,7 @@ msgid "The root :ref:`Viewport <class_Viewport>` is always at the top of the sce
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:88
|
||||
msgid "This node contains the main viewport, anything that is a child of a :ref:`Viewport <class_Viewport>` is drawn inside of it by default, so it makes sense that the top of all nodes is always a node of this type, otherwise nothing would be seen!"
|
||||
msgid "This node contains the main viewport, anything that is a child of a :ref:`Viewport <class_Viewport>` is drawn inside of it by default, so it makes sense that the top of all nodes is always a node of this type otherwise nothing would be seen!"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:93
|
||||
@@ -110,7 +110,7 @@ msgid "When a node is connected, directly or indirectly, to the root viewport, i
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:103
|
||||
msgid "This means that, as explained in previous tutorials, it will get the _enter_tree() and _ready() callbacks (as well as _exit_tree())."
|
||||
msgid "This means that as explained in previous tutorials, it will get the _enter_tree() and _ready() callbacks (as well as _exit_tree())."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:108
|
||||
@@ -122,7 +122,7 @@ msgid "Tree order"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:116
|
||||
msgid "Most node operations in Godot, such as drawing 2D, processing or getting notifications are done in tree order. This means that parents and siblings with a smaller rank in the tree order will get notified before the current node."
|
||||
msgid "Most node operations in Godot, such as drawing 2D, processing, or getting notifications are done in tree order. This means that parents and siblings with a smaller rank in the tree order will get notified before the current node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:124
|
||||
@@ -134,7 +134,7 @@ msgid "A scene is loaded from disk or created by scripting."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:127
|
||||
msgid "The root node of that scene (only one root, remember?) is added as either a child of the \"root\" Viewport (from SceneTree), or to any child or grand-child of it."
|
||||
msgid "The root node of that scene (only one root, remember?) is added as either a child of the \"root\" Viewport (from SceneTree), or to any child or grandchild of it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:130
|
||||
@@ -158,6 +158,6 @@ msgid "After a scene is loaded, it is often desired to change this scene for ano
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scene_tree.rst:161
|
||||
msgid "This is a quick and useful way to switch scenes, but has the drawback that the game will stall until the new scene is loaded and running. At some point in your game, it may be desired to create proper loading screens with progress bar, animated indicators or thread (background) loading. This must be done manually using autoloads (see next chapter!) and :ref:`doc_background_loading`."
|
||||
msgid "This is a quick and useful way to switch scenes but has the drawback that the game will stall until the new scene is loaded and running. At some point in your game, it may be desired to create proper loading screens with progress bar, animated indicators or thread (background) loading. This must be done manually using autoloads (see next chapter!) and :ref:`doc_background_loading`."
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
@@ -296,27 +296,27 @@ msgstr ""
|
||||
msgid "The final script should look like this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:314
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:317
|
||||
msgid "Run the scene and press the button. You should get the following result:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:318
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:321
|
||||
msgid "Why, hello there! Congratulations on scripting your first scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:322
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:325
|
||||
msgid "A common misunderstanding regarding this tutorial is how ``get_node(path)`` works. For a given node, ``get_node(path)`` searches its immediate children. In the above code, this means that Button must be a child of Panel. If Button were instead a child of Label, the code to obtain it would be:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:340
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:343
|
||||
msgid "Also, remember that nodes are referenced by name, not by type."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:344
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:347
|
||||
msgid "The right-hand panel of the connect dialogue is for binding specific values to the connected function's parameters. You can add and remove values of different types."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:348
|
||||
#: ../../docs/getting_started/step_by_step/scripting.rst:351
|
||||
msgid "The code approach also enables this with a 4th ``Array`` parameter that is empty by default. Feel free to read up on the ``Object.connect`` method for more information."
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
@@ -153,7 +153,7 @@ msgid "Instancing a scene from code is done in two steps. The first one is to lo
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:355
|
||||
msgid "Preloading it can be more convenient, as it happens at parse time:"
|
||||
msgid "Preloading it can be more convenient, as it happens at parse time (GDScript only):"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:362
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
@@ -136,23 +136,23 @@ msgstr ""
|
||||
msgid "Next up is the function for changing the scene. This function frees the current scene and replaces it with the requested one."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:218
|
||||
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:216
|
||||
msgid "As mentioned in the comments above, we want to avoid the situation of having the current scene being deleted while being used (code from functions of it being run), so using :ref:`Object.call_deferred() <class_Object_call_deferred>` is desired at this point. The result is that execution of the commands in the second function will happen at a later time when no code from the current scene is running."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:226
|
||||
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:224
|
||||
msgid "Finally, all that is left is to fill the empty functions in scene_a.gd and scene_b.gd:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:247
|
||||
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:245
|
||||
msgid "and"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:267
|
||||
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:265
|
||||
msgid "Now if you run the project, you can switch between both scenes by pressing the button!"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:270
|
||||
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:268
|
||||
msgid "To load scenes with a progress bar, check out the next tutorial, :ref:`doc_background_loading`"
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
@@ -201,7 +201,7 @@ msgid "With this in mind let's connect the ``GUI`` to the ``Player``. Click on t
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:224
|
||||
msgid "The first section lists custom signals defined in ``player.GD``:"
|
||||
msgid "The first section lists custom signals defined in ``Player.gd``:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:226
|
||||
@@ -217,7 +217,7 @@ msgid "We're connecting to the health\\_changed signal"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:234
|
||||
msgid "Select ``health_changed`` and click on the Connect button in the bottom right corner to open the Connect Signal window. On the left side you can pick the node that will listen to this signal. Select the ``GUI`` node. The right side of the screen lets you pack optional values with the signal. We already took care of it in ``player.GD``. In general I recommend not to add too many arguments using this window as they're less convenient than doing it from the code."
|
||||
msgid "Select ``health_changed`` and click on the Connect button in the bottom right corner to open the Connect Signal window. On the left side you can pick the node that will listen to this signal. Select the ``GUI`` node. The right side of the screen lets you pack optional values with the signal. We already took care of it in ``Player.gd``. In general I recommend not to add too many arguments using this window as they're less convenient than doing it from the code."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:244
|
||||
@@ -225,7 +225,7 @@ msgid "The Connect Signal window with the GUI node selected"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:248
|
||||
msgid "You can optionally connect nodes from the code. But doing it from the editor has two advantages:"
|
||||
msgid "You can optionally connect nodes from the code. However doing it from the editor has two advantages:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:250
|
||||
@@ -237,7 +237,7 @@ msgid "An emitter icon appears next to the node that emits the signal in the Sce
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:253
|
||||
msgid "At the bottom of the window you will find the path to the node you selected. We're interested in the second row called \"Method in Node\". This is the method on the ``GUI`` node that gets called when the signal is emitted. This method receives the values sent with the signal and lets you process them. If you look to the right, there is a \"Make Function\" radio button that is on by default. Click the connect button at the bottom of the window. Godot creates the method inside the ``GUI`` node. The script editor opens with the cursor inside a new ``_on_player_health_changed`` function."
|
||||
msgid "At the bottom of the window you will find the path to the node you selected. We're interested in the second row called \"Method in Node\". This is the method on the ``GUI`` node that gets called when the signal is emitted. This method receives the values sent with the signal and lets you process them. If you look to the right, there is a \"Make Function\" radio button that is on by default. Click the connect button at the bottom of the window. Godot creates the method inside the ``GUI`` node. The script editor opens with the cursor inside a new ``_on_Player_health_changed`` function."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:265
|
||||
@@ -280,223 +280,223 @@ msgstr ""
|
||||
msgid "Create a new ``update_health`` method below ``_on_Player_health_changed``. It takes a new\\_value as its only argument:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:326
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:327
|
||||
msgid "This method needs to:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:328
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:329
|
||||
msgid "set the ``Number`` node's ``text`` to ``new_value`` converted to a string"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:330
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:331
|
||||
msgid "set the ``TextureProgress``'s ``value`` to ``new_value``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:349
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:350
|
||||
msgid "``str`` is a built-in function that converts about any value to text. ``Number``'s ``text`` property requires a string so we can't assign it to ``new_value`` directly"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:353
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:354
|
||||
msgid "Also call ``update_health`` at the end of the ``_ready`` function to initialize the ``Number`` node's ``text`` with the right value at the start of the game. Press F5 to test the game: the life bar updates with every attack!"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:360
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:361
|
||||
msgid "Both the Number node and the TextureProgress update when the Player takes a hit"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:364
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:365
|
||||
msgid "Animate the loss of life with the Tween node"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:366
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:367
|
||||
msgid "Our interface is functional, but it could use some animation. That's a good opportunity to introduce the ``Tween`` node, an essential tool to animate properties. ``Tween`` animates anything you'd like from a start to an end state over a certain duration. For example it can animate the health on the ``TextureProgress`` from its current level to the ``Player``'s new ``health`` when the character takes damage."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:373
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:374
|
||||
msgid "The ``GUI`` scene already contains a ``Tween`` child node stored in the ``tween`` variable. Let's now use it. We have to make some changes to ``update_health``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:377
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:378
|
||||
msgid "We will use the ``Tween`` node's ``interpolate_property`` method. It takes seven arguments:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:380
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:381
|
||||
msgid "A reference to the node who owns the property to animate"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:381
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:382
|
||||
msgid "The property's identifier as a string"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:382
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:383
|
||||
msgid "The starting value"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:383
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:384
|
||||
msgid "The end value"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:384
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:385
|
||||
msgid "The animation's duration in seconds"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:385
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:386
|
||||
msgid "The type of the transition"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:386
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:387
|
||||
msgid "The easing to use in combination with the equation."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:388
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:389
|
||||
msgid "The last two arguments combined correspond to an `easing equation <#>`__. This controls how the value evolves from the start to the end point."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:392
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:393
|
||||
msgid "Click the script icon next to the ``GUI`` node to open it again. The ``Number`` node needs text to update itself, and the ``Bar`` needs a float or an integer. We can use ``interpolate_property`` to animate a number, but not to animate text directly. We're going to use it to animate a new ``GUI`` variable named ``animated_health``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:398
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:399
|
||||
msgid "At the top of the script, define a new variable, name it ``animated_health``, and set its value to 0. Navigate back to the ``update_health`` method and clear its content. Let's animate the ``animated_health`` value. Call the ``Tween`` node's ``interpolate_property`` method:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:420
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:421
|
||||
msgid "Let's break down the call:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:426
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:427
|
||||
msgid "We target ``animated_health`` on ``self``, that is to say the ``GUI`` node. ``Tween``'s interpolate\\_property takes the property's name as a string. That's why we write it as ``\"animated_health\"``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:434
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:435
|
||||
msgid "The starting point is the current value the bar's at. We still have to code this part, but it's going to be ``animated_health``. The end point of the animation is the ``Player``'s ``health`` after the ``health_changed``: that's ``new_value``. And ``0.6`` is the animation's duration in seconds."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:444
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:445
|
||||
msgid "The last two arguments are constants from the ``Tween`` class. ``TRANS_LINEAR`` means the animation should be linear. ``EASE_IN`` doesn't do anything with a linear transition, but we must provide this last argument or we'll get an error."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:449
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:450
|
||||
msgid "The animation will not play until we activated the ``Tween`` node with ``tween.start()``. We only have to do this once if the node is not active. Add this code after the last line:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:468
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:469
|
||||
msgid "Although we could animate the `health` property on the `Player`, we shouldn't. Characters should lose life instantly when they get hit. It makes it a lot easier to manage their state, like to know when one died. You always want to store animations in a separate data container or node. The `tween` node is perfect for code-controlled animations. For hand-made animations, check out `AnimationPlayer`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:471
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:472
|
||||
msgid "Assign the animated\\_health to the LifeBar"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:473
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:474
|
||||
msgid "Now the ``animated_health`` variable animates but we don't update the actual ``Bar`` and ``Number`` nodes anymore. Let's fix this."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:476
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:477
|
||||
msgid "So far, the update\\_health method looks like this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:500
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:501
|
||||
msgid "In this specific case, because ``number_label`` takes text, we need to use the ``_process`` method to animate it. Let's now update the ``Number`` and ``TextureProgress`` nodes like before, inside of ``_process``:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:522
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:523
|
||||
msgid "`number_label` and `bar` are variables that store references to the `Number` and `TextureProgress` nodes."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:524
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:525
|
||||
msgid "Play the game to see the bar animate smoothly. But the text displays decimal number and looks like a mess. And considering the style of the game, it'd be nice for the life bar to animate in a choppier fashion."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:530
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:531
|
||||
msgid "The animation is smooth but the number is broken"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:532
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:533
|
||||
msgid "We can fix both problems by rounding out ``animated_health``. Use a local variable named ``round_value`` to store the rounded ``animated_health``. Then assign it to ``number_label.text`` and ``bar.value``:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:554
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:555
|
||||
msgid "Try the game again to see a nice blocky animation."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:558
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:559
|
||||
msgid "By rounding out animated\\_health we hit two birds with one stone"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:562
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:563
|
||||
msgid "Every time the player takes a hit, the ``GUI`` calls ``_on_Player_health_changed``, which in turn calls ``update_health``. This updates the animation and the ``number_label`` and ``bar`` follow in ``_process``. The animated life bar that shows the health going down gradually is a trick. It makes the GUI feel alive. If the ``Player`` takes 3 damage, it happens in an instant."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:570
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:571
|
||||
msgid "Fade the bar when the Player dies"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:572
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:573
|
||||
msgid "When the green character dies, it plays a death animation and fades out. At this point, we shouldn't show the interface anymore. Let's fade the bar as well when the character died. We will reuse the same ``Tween`` node as it manages multiple animations in parallel for us."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:577
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:578
|
||||
msgid "First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to know when it died. Press :kbd:`F1` to jump back to the 2D Workspace. Select the ``Player`` node in the Scene dock and click on the Node tab next to the Inspector."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:582
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:583
|
||||
msgid "Find the ``died`` signal, select it, and click the Connect button."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:586
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:587
|
||||
msgid "The signal should already have the Enemy connected to it"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:588
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:589
|
||||
msgid "In the Connecting Signal window, connect to the ``GUI`` node again. The Path to Node should be ``../../GUI`` and the Method in Node should show ``_on_Player_died``. Leave the Make Function option on and click Connect at the bottom of the window. This will take you to the ``GUI.gd`` file in the Script Workspace."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:596
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:597
|
||||
msgid "You should get these values in the Connecting Signal window"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:600
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:601
|
||||
msgid "You should see a pattern by now: every time the GUI needs a new piece of information, we emit a new signal. Use them wisely: the more connections you add, the harder they are to track."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:602
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:603
|
||||
msgid "To animate a fade on a UI element, we have to use its ``modulate`` property. ``modulate`` is a ``Color`` that multiplies the colors of our textures."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:608
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:609
|
||||
msgid "`modulate` comes from the `CanvasItem` class, All 2D and UI nodes inherit from it. It lets you toggle the visibility of the node, assign a shader to it, and modify it using a color with `modulate`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:610
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:611
|
||||
msgid "``modulate`` takes a ``Color`` value with 4 channels: red, green, blue and alpha. If we darken any of the first three channels it darkens the interface. If we lower the alpha channel our interface fades out."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:614
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:615
|
||||
msgid "We're going to tween between two color values: from a white with an alpha of ``1``, that is to say at full opacity, to a pure white with an alpha value of ``0``, completely transparent. Let's add two variables at the top of the ``_on_Player_died`` method and name them ``start_color`` and ``end_color``. Use the ``Color()`` constructor to build two ``Color`` values."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:636
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:637
|
||||
msgid "``Color(1.0, 1.0, 1.0)`` corresponds to white. The fourth argument, respectively ``1.0`` and ``0.0`` in ``start_color`` and ``end_color``, is the alpha channel."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:640
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:641
|
||||
msgid "We then have to call the ``interpolate_property`` method of the ``Tween`` node again:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:653
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:654
|
||||
msgid "This time we change the ``modulate`` property and have it animate from ``start_color`` to the ``end_color``. The duration is of one second, with a linear transition. Here again, because the transition is linear, the easing does not matter. Here's the complete ``_on_Player_died`` method:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:678
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:679
|
||||
msgid "And that is it. You may now play the game to see the final result!"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:682
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:683
|
||||
msgid "The final result. Congratulations for getting there!"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:686
|
||||
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:687
|
||||
msgid "Using the exact same techniques, you can change the color of the bar when the Player gets poisoned, turn the bar red when its health drops low, shake the UI when they take a critical hit... the principle is the same: emit a signal to forward the information from the `Player` to the `GUI` and let the `GUI` process it."
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
@@ -149,7 +149,7 @@ msgid "Start by declaring the member variables this object will need:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:172
|
||||
msgid "Using the ``export`` keyword on the first variable ``SPEED`` allows us to set its value in the Inspector. This can be handy for values that you want to be able to adjust just like a node's built-in properties. Click on the ``Player`` node and set the speed property to ``400``."
|
||||
msgid "Using the ``export`` keyword on the first variable ``speed`` allows us to set its value in the Inspector. This can be handy for values that you want to be able to adjust just like a node's built-in properties. Click on the ``Player`` node and set the speed property to ``400``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:177
|
||||
@@ -345,7 +345,7 @@ msgid "Add a script to the ``Mob`` and add the following member variables:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:529
|
||||
msgid "We'll pick a random value between ``MIN_SPEED`` and ``MAX_SPEED`` for how fast each mob will move (it would be boring if they were all moving at the same speed). Set them to ``150`` and ``250`` in the Inspector. We also have an array containing the names of the three animations, which we'll use to select a random one."
|
||||
msgid "We'll pick a random value between ``min_speed`` and ``max_speed`` for how fast each mob will move (it would be boring if they were all moving at the same speed). Set them to ``150`` and ``250`` in the Inspector. We also have an array containing the names of the three animations, which we'll use to select a random one."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:535
|
||||
@@ -468,309 +468,309 @@ msgstr ""
|
||||
msgid "Note that a new instance must be added to the scene using ``add_child()``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:809
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:814
|
||||
msgid "In functions requiring angles, GDScript uses *radians*, not degrees. If you're more comfortable working with degrees, you'll need to use the ``deg2rad()`` and ``rad2deg()`` functions to convert between the two."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:815
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:820
|
||||
msgid "HUD"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:817
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:822
|
||||
msgid "The final piece our game needs is a UI: an interface to display things like score, a \"game over\" message, and a restart button. Create a new scene, and add a :ref:`CanvasLayer <class_CanvasLayer>` node named ``HUD``. \"HUD\" stands for \"heads-up display\", an informational display that appears as an overlay on top of the game view."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:823
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:828
|
||||
msgid "The :ref:`CanvasLayer <class_CanvasLayer>` node lets us draw our UI elements on a layer above the rest of the game, so that the information it displays isn't covered up by any game elements like the player or mobs."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:827
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:832
|
||||
msgid "The HUD displays the following information:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:829
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:834
|
||||
msgid "Score, changed by ``ScoreTimer``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:830
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:835
|
||||
msgid "A message, such as \"Game Over\" or \"Get Ready!\""
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:831
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:836
|
||||
msgid "A \"Start\" button to begin the game."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:833
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:838
|
||||
msgid "The basic node for UI elements is :ref:`Control <class_Control>`. To create our UI, we'll use two types of :ref:`Control <class_Control>` nodes: :ref:`Label <class_Label>` and :ref:`Button <class_Button>`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:837
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:842
|
||||
msgid "Create the following as children of the ``HUD`` node:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:839
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:844
|
||||
msgid ":ref:`Label <class_Label>` named ``ScoreLabel``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:840
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:845
|
||||
msgid ":ref:`Label <class_Label>` named ``MessageLabel``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:841
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:846
|
||||
msgid ":ref:`Button <class_Button>` named ``StartButton``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:842
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:847
|
||||
msgid ":ref:`Timer <class_Timer>` named ``MessageTimer``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:844
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:849
|
||||
msgid "**Anchors and Margins:** ``Control`` nodes have a position and size, but they also have anchors and margins. Anchors define the origin - the reference point for the edges of the node. Margins update automatically when you move or resize a control node. They represent the distance from the control node's edges to its anchor. See :ref:`doc_design_interfaces_with_the_control_nodes` for more details."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:851
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:856
|
||||
msgid "Arrange the nodes as shown below. Click the \"Anchor\" button to set a Control node's anchor:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:856
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:861
|
||||
msgid "You can drag the nodes to place them manually, or for more precise placement, use the following settings:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:860
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:865
|
||||
msgid "ScoreLabel"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:862
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:867
|
||||
msgid "``Layout``: \"Center Top\""
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:863
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:876
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:889
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:868
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:881
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:894
|
||||
msgid "``Margin``:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:865
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:870
|
||||
msgid "Left: ``-25``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:866
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:871
|
||||
msgid "Top: ``0``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:867
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:872
|
||||
msgid "Right: ``25``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:868
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:873
|
||||
msgid "Bottom: ``100``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:870
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:875
|
||||
msgid "Text: ``0``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:873
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:878
|
||||
msgid "MessageLabel"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:875
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:880
|
||||
msgid "``Layout``: \"Center\""
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:878
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:883
|
||||
msgid "Left: ``-200``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:879
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:884
|
||||
msgid "Top: ``-150``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:880
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:885
|
||||
msgid "Right: ``200``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:881
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:886
|
||||
msgid "Bottom: ``0``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:883
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:888
|
||||
msgid "Text: ``Dodge the Creeps!``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:886
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:891
|
||||
msgid "StartButton"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:888
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:893
|
||||
msgid "``Layout``: \"Center Bottom\""
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:891
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:896
|
||||
msgid "Left: ``-100``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:892
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:897
|
||||
msgid "Top: ``-200``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:893
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:898
|
||||
msgid "Right: ``100``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:894
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:899
|
||||
msgid "Bottom: ``-100``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:896
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:901
|
||||
msgid "Text: ``Start``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:898
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:903
|
||||
msgid "The default font for ``Control`` nodes is small and doesn't scale well. There is a font file included in the game assets called \"Xolonium-Regular.ttf\". To use this font, do the following for each of the three ``Control`` nodes:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:903
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:908
|
||||
msgid "Under \"Custom Fonts\", choose \"New DynamicFont\""
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:907
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:912
|
||||
msgid "Click on the \"DynamicFont\" you added, and under \"Font Data\", choose \"Load\" and select the \"Xolonium-Regular.ttf\" file. You must also set the font's ``Size``. A setting of ``64`` works well."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:913
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:918
|
||||
msgid "Now add this script to ``HUD``:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:930
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:935
|
||||
msgid "The ``start_game`` signal tells the ``Main`` node that the button has been pressed."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:953
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:958
|
||||
msgid "This function is called when we want to display a message temporarily, such as \"Get Ready\". On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One Shot`` property to \"On\"."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:982
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:987
|
||||
msgid "This function is called when the player loses. It will show \"Game Over\" for 2 seconds, then return to the title screen and show the \"Start\" button."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1000
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1005
|
||||
msgid "This function is called in ``Main`` whenever the score changes."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1002
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1007
|
||||
msgid "Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` signal of ``StartButton``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1032
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1037
|
||||
msgid "Connecting HUD to Main"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1034
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1039
|
||||
msgid "Now that we're done creating the ``HUD`` scene, save it and go back to ``Main``. Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene, and place it at the bottom of the tree. The full tree should look like this, so make sure you didn't miss anything:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1041
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1046
|
||||
msgid "Now we need to connect the ``HUD`` functionality to our ``Main`` script. This requires a few additions to the ``Main`` scene:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1044
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1049
|
||||
msgid "In the Node tab, connect the HUD's ``start_game`` signal to the ``new_game()`` function."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1047
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1052
|
||||
msgid "In ``new_game()``, update the score display and show the \"Get Ready\" message:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1062
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1067
|
||||
msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1074
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1079
|
||||
msgid "Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in sync with the changing score:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1087
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1092
|
||||
msgid "Now you're ready to play! Click the \"Play the Project\" button. You will be asked to select a main scene, so choose ``Main.tscn``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1091
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1096
|
||||
msgid "Finishing Up"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1093
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1098
|
||||
msgid "We have now completed all the functionality for our game. Below are some remaining steps to add a bit more \"juice\" to improve the game experience. Feel free to expand the gameplay with your own ideas."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1098
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1103
|
||||
msgid "Background"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1100
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1105
|
||||
msgid "The default gray background is not very appealing, so let's change its color. One way to do this is to use a :ref:`ColorRect <class_ColorRect>` node. Make it the first node under ``Main`` so that it will be drawn behind the other nodes. ``ColorRect`` only has one property: ``Color``. Choose a color you like and drag the size of the ``ColorRect`` so that it covers the screen."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1107
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1112
|
||||
msgid "You can also add a background image, if you have one, by using a ``Sprite`` node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1111
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1116
|
||||
msgid "Sound Effects"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1113
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1118
|
||||
msgid "Sound and music can be the single most effective way to add appeal to the game experience. In your game assets folder, you have two sound files: \"House In a Forest Loop.ogg\" for background music, and \"gameover.wav\" for when the player loses."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1118
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1123
|
||||
msgid "Add two :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` nodes as children of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On each one, click on the ``Stream`` property, select \"Load\", and choose the corresponding audio file."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1123
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1128
|
||||
msgid "To play the music, add ``$Music.play()`` in the ``new_game()`` function and ``$Music.stop()`` in the ``game_over()`` function."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1126
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1131
|
||||
msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1129
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1134
|
||||
msgid "Particles"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1131
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1136
|
||||
msgid "For one last bit of visual appeal, let's add a trail effect to the player's movement. Choose your ``Player`` scene and add a :ref:`Particles2D <class_Particles2D>` node named ``Trail``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1135
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1140
|
||||
msgid "There are a large number of properties to choose from when configuring particles. Feel free to experiment and create different effects. For the effect in this example, use the following settings:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1141
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1146
|
||||
msgid "You also need to create a ``Material`` by clicking on ``<null>`` and then \"New ParticlesMaterial\". The settings for that are below:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1146
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1151
|
||||
msgid "To make the gradient for the \"Color Ramp\" setting, we want a gradient taking the alpha (transparency) of the sprite from 0.5 (semi-transparent) to 0.0 (fully transparent)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1150
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1155
|
||||
msgid "Click \"New GradientTexture\", then under \"Gradient\", click \"New Gradient\". You'll see a window like this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1155
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1160
|
||||
msgid "The left and right boxes represent the start and end colors. Click on each and then click the large square on the right to choose the color. For the first color, set the ``A`` (alpha) value to around halfway. For the second, set it all the way to ``0``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1160
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1165
|
||||
msgid "See :ref:`Particles2D <class_Particles2D>` for more details on using particle effects."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1164
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1169
|
||||
msgid "Project Files"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1166
|
||||
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1171
|
||||
msgid "You can find a completed version of this project here: https://github.com/kidscancode/Godot3_dodge/releases"
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -0,0 +1,46 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:2
|
||||
msgid "Godot-Blender-Exporter"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:5
|
||||
msgid "Details on exporting"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:16
|
||||
msgid "Disabling specific objects"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:17
|
||||
msgid "Sometimes you don't want some objects exported (eg high-res models used for baking). An object will not be exported if it is not rendered in the scene. This can be set in the outliner:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:23
|
||||
msgid "Objects hidden in the viewport will be exported, but will be hidden in the Godot scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:28
|
||||
msgid "Build Pipeline Integration"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:29
|
||||
msgid "If you have hundreds of model files, you don't want your artists to waste time manually exporting their blend files. To combat this, the exporter provides a python function ``io_scene_godot.export(out_file_path)`` that can be called to export a file. This allows easy integration with other build systems. An example Makefile and python script that exports all the blends in a directory is present in the Godot-Blender-exporter repository."
|
||||
msgstr ""
|
||||
|
||||
@@ -0,0 +1,54 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:2
|
||||
msgid "Lights"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:4
|
||||
msgid "By default, lamps in Blender have shadows enabled. This can cause performance issues in Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:8
|
||||
msgid "Lamps are exported using their \"Blender Render\" settings. When Blender 2.8 is released, this will be removed and this part of the exporter will change."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:11
|
||||
msgid "Sun, point and spot lamps are all exported from Blender along with many of their properties:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:16
|
||||
msgid "There are some things to note:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:18
|
||||
msgid "In Blender, a light casts light all the way to infinity. In Godot, it is clamped by the attenuation distance. To most closely match between the viewport and Godot, enable the \"Sphere\" checkbox. (Highlighted green)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:21
|
||||
msgid "Light attenuation models differ between Godot and Blender. The exporter attempts to make them match, but it isn't always very good."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:23
|
||||
msgid "Spotlight angular attenuation models also differ between Godot and Blender. The exporter attempts to make them similar, but it doesn't always look the same."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:26
|
||||
msgid "There is no difference between buffer shadow and ray shadow in the export."
|
||||
msgstr ""
|
||||
|
||||
@@ -0,0 +1,70 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:2
|
||||
msgid "Materials"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:5
|
||||
msgid "Using existing Godot materials"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:6
|
||||
msgid "One way in which the exporter can handle materials is to attempt to match the Blender material with an existing Godot material. This has the advantage of being able to use all of the features of Godot's material system, but it means that you cannot see your model with the material applied inside Blender."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:11
|
||||
msgid "To do this, the exporter attempts to find Godot materials with names that match those of the material name in Blender. So if you export an object in Blender with the material name ``PurpleDots`` then the exporter will search for the file ``PurpleDots.tres`` and assign it to the object. If this file is not a ``SpatialMaterial`` or ``ShaderMaterial`` or if it cannot be found, then the exporter will fall back to exporting the material from Blender."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:19
|
||||
msgid "Where the exporter searches for the ``.tres`` file is determined by the \"Material Search Paths\" option:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:33
|
||||
msgid "This can take the value of:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:25
|
||||
msgid "Project Directory - Attempts to find the ``project.Godot`` and recursively searches through subdirectories. If ``project.Godot`` cannot be found it will throw an error. This is useful for most projects where naming conflicts are unlikely."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:29
|
||||
msgid "Export Directory - Look for materials in subdirectories of the export location. This is useful for projects where you may have duplicate material names and need more control over what material gets assigned."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:32
|
||||
msgid "None - Do not search for materials. Export them from the Blender file."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:36
|
||||
msgid "Export of Blender materials"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:38
|
||||
msgid "The other way materials are handled is for the exporter to export them from Blender. Currently only the diffuse color and a few flags (eg unshaded) are exported."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:43
|
||||
msgid "Export of Blender materials is currently very primitive. However, it is the focus of a current GSOC project"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:47
|
||||
msgid "Materials are currently exported using their \"Blender Render\" settings. When Blender 2.8 is released, this will be removed and this part of the exporter will change."
|
||||
msgstr ""
|
||||
|
||||
@@ -0,0 +1,70 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:2
|
||||
msgid "Physics Properties"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:3
|
||||
msgid "Exporting physics properties is done by enabling \"Rigid Body\" in Blenders physics tab:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:9
|
||||
msgid "By default, a single Blender object with rigid body enabled will export as three nodes: a PhysicsBody, a CollisionShape, and a MeshInstance."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:14
|
||||
msgid "Body Type"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:15
|
||||
msgid "Blender only has the concept of \"Active\" and \"Passive\" rigid bodies. These turn into Static and RigidBody nodes. To create a kinematic body, enable the \"animated\" checkbox on an \"Active\" body:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:23
|
||||
msgid "Collision Shapes"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:24
|
||||
msgid "Many of the parameters for collision shapes are missing from Blender, and many of the collision shapes are also not present. However, almost all of the options in Blender's rigid body collision and rigid body dynamics interfaces are supported:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:38
|
||||
msgid "There are the following caveats:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:32
|
||||
msgid "Not all of the collision shapes are supported. Only ``Mesh``, ``Convex Hull``, ``Capsule``, ``Sphere`` and ``Box`` are supported in both Blender and Godot"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:35
|
||||
msgid "In Godot, you can have different collision groups and collision masks. In Blender you only have collision groups. As a result, the exported object's collision mask is equal to it's collision group. Most of the time, this is what you want."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:47
|
||||
msgid "Collision Geometry Only"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:48
|
||||
msgid "Frequently you want different geometry for your collision meshes and your graphical meshes, but by default the exporter will export a mesh along with the collision shape. To only export the collision shape, set the objects maximum draw type to Wire:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:55
|
||||
msgid "This will also influence how the object is shown in Blender's viewport. Most of the time, you want your collision geometry to be shown see-through when working on the models, so this works out fairly nicely."
|
||||
msgstr ""
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
@@ -85,385 +85,397 @@ msgid "Godot provides a `Python Plugin <https://github.com/godotengine/collada-e
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:53
|
||||
msgid "Import workflows"
|
||||
msgid "Exporting ESCN files from Blender"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:55
|
||||
msgid "Godot scene importer allows different workflows regarding how data is imported. Depending on many options, it is possible to import a scene with:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:58
|
||||
msgid "External materials (default): Where each material is saved to a file resource. Modifications to them are kept."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:59
|
||||
msgid "External meshes: Where each mesh is saved to a different file. Many users prefer to deal with meshes directly."
|
||||
msgid "The most powerful one, called `godot-blender-exporter <https://github.com/godotengine/godot-blender-exporter>`__. It uses .escn files which is kind of another name of .tscn file(Godot scene file), it keeps as much information as possible from a Blender scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:60
|
||||
msgid "External animations: Allowing saved animations to be modified and merged when sources change."
|
||||
msgid "ESCN exporter has a detailed `document <escn_exporter/index.html>`__ describing its functionality and usage."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:61
|
||||
msgid "External scenes: Save the root nodes of the imported scenes each as a separate scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:62
|
||||
msgid "Single Scene: A single scene file with everything built in."
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:64
|
||||
msgid "Import workflows"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:66
|
||||
msgid "As different developers have different needs, this import process is highly customizable."
|
||||
msgid "Godot scene importer allows different workflows regarding how data is imported. Depending on many options, it is possible to import a scene with:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:69
|
||||
msgid "Import Options"
|
||||
msgid "External materials (default): Where each material is saved to a file resource. Modifications to them are kept."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:70
|
||||
msgid "External meshes: Where each mesh is saved to a different file. Many users prefer to deal with meshes directly."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:71
|
||||
msgid "External animations: Allowing saved animations to be modified and merged when sources change."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:72
|
||||
msgid "External scenes: Save the root nodes of the imported scenes each as a separate scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:73
|
||||
msgid "Single Scene: A single scene file with everything built in."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:77
|
||||
msgid "As different developers have different needs, this import process is highly customizable."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:80
|
||||
msgid "Import Options"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:82
|
||||
msgid "The importer has several options, which will be discussed below:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:76
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:87
|
||||
msgid "Nodes:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:79
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:90
|
||||
msgid "Root Type"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:81
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:92
|
||||
msgid "By default, the type of the root node in imported scenes is \"Spatial\", but this can be modified."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:84
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:95
|
||||
msgid "Root Name"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:86
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:97
|
||||
msgid "Allows setting a specific name to the generated root node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:89
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:100
|
||||
msgid "Custom Script"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:91
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:102
|
||||
msgid "A special script to process the whole scene after import can be provided. This is great for post processing, changing materials, doing funny stuff with the geometry etc."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:95
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106
|
||||
msgid "Create a script that like this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:117
|
||||
msgid "The post-import function takes the imported scene as argument (the parameter is actually the root node of the scene). The scene that will finally be used must be returned. It can be a different one."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:111
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:130
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:185
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:225
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:122
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:141
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:236
|
||||
msgid "Storage"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:124
|
||||
msgid "By default, Godot imports a single scene. This option allows specifying that nodes below the root will each be a separate scene and instanced into the imported one."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:117
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:128
|
||||
msgid "Of course, instancing such imported scenes in other places manually works too."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:132
|
||||
msgid "Materials"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:124
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:135
|
||||
msgid "Location"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:126
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:137
|
||||
msgid "Godot supports materials in meshes or nodes. By default, materials will be put on each node."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:132
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:143
|
||||
msgid "Materials can be stored within the scene or in external files. By default, they are stored in external files so editing them is possible. This is because most 3D DCCs don't have the same material options as those present in Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:136
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:147
|
||||
msgid "When materials are built-in, they will be lost each time the source scene is modified and re-imported."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:140
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:151
|
||||
msgid "Keep on Reimport"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:142
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:153
|
||||
msgid "Once materials are edited to use Godot features, the importer will keep the edited ones and ignore the ones coming from the source scene. This option is only present if materials are saved as files."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:147
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:158
|
||||
msgid "Compress"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:149
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:160
|
||||
msgid "Makes meshes use less precise numbers for multiple aspects of the mesh in order to save space."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:162
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:173
|
||||
msgid "These are:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:153
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:164
|
||||
msgid "Transform Matrix (Location, rotation, and scale) : 32-bit float to 16-bit signed integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:154
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:165
|
||||
msgid "Vertices : 32-bit float to 16-bit signed integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:155
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:166
|
||||
msgid "Normals : 32-bit float to 32-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:156
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:167
|
||||
msgid "Tangents : 32-bit float to 32-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:157
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:168
|
||||
msgid "Vertex Colors : 32-bit float to 32-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:158
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:169
|
||||
msgid "UV : 32-bit float to 32-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:159
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:170
|
||||
msgid "UV2 : 32-bit float to 32-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:160
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:171
|
||||
msgid "Vertex weights : 32-bit float to 16-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:161
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:172
|
||||
msgid "Armature bones : 32-bit float to 16-bit unsigned integer."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:162
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:173
|
||||
msgid "Array index : 32-bit or 16-bit unsigned integer based on how many elements there are."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:166
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:177
|
||||
msgid "Additional info:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:165
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:176
|
||||
msgid "UV2 = The second UV channel for detail textures and baked lightmap textures."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:166
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:177
|
||||
msgid "Array index = An array of numbers that number each element of the arrays above; i.e. they number the vertices and normals."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:168
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:179
|
||||
msgid "In some cases, this might lead to loss of precision so disabling this option may be needed. For instance, if a mesh is very big or there are multiple meshes being imported that cover a large area, compressing the import of this mesh(s) may lead to gaps in geometry or vertices not being exactly where they should be."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:174
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:185
|
||||
msgid "Meshes"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:177
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:188
|
||||
msgid "Ensure Tangents"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:179
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:190
|
||||
msgid "If textures with normalmapping are to be used, meshes need to have tangent arrays. This option ensures that these are generated if not present in the source scene. Godot uses Mikktspace for this, but it's always better to have them generated in the exporter."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:187
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198
|
||||
msgid "Meshes can be stored in separate files (resources) instead of built-in. This does not have much practical use unless one wants to build objects with them directly."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:190
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201
|
||||
msgid "This option is provided to help those who prefer working directly with meshes instead of scenes."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:205
|
||||
msgid "External Files"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:207
|
||||
msgid "Generated meshes and materials can be optionally stored in a subdirectory with the name of the scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:200
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:211
|
||||
msgid "Animation Options"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:213
|
||||
msgid "Godot provides many options regarding how animation data is dealt with. Some exporters (such as Blender), can generate many animations in a single file. Others, such as 3DS Max or Maya, need many animations put into the same timeline or, at worst, put each animation in a separate file."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:209
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:220
|
||||
msgid "Import of animations is enabled by default."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:212
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:223
|
||||
msgid "FPS"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:214
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:225
|
||||
msgid "Most 3D export formats store animation timeline in seconds instead of frames. To ensure animations are imported as faithfully as possible, please specify the frames per second used to edit them. Failing to do this may result in minimal jitter."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:219
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:230
|
||||
msgid "Filter Script"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:221
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:232
|
||||
msgid "It is possible to specify a filter script in a special syntax to decide which tracks from which animations should be kept. (@TODO this needs documentation)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:227
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238
|
||||
msgid "By default, animations are saved as built-in. It is possible to save them to a file instead. This allows adding custom tracks to the animations and keeping them after a reimport."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:232
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:243
|
||||
msgid "Optimizer"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:234
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:245
|
||||
msgid "When animations are imported, an optimizer is run which reduces the size of the animation considerably. In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:249
|
||||
msgid "Clips"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:240
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:251
|
||||
msgid "It is possible to specify multiple animations from a single timeline as clips. Specify from which frame to which frame each clip must be taken (and, of course, don't forget to specify the FPS option above)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:255
|
||||
msgid "Scene Inheritance"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:246
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:257
|
||||
msgid "In many cases, it may be desired to do modifications to the imported scene. By default, this is not possible because if the source asset changes (source .dae,.gltf,.obj file re-exported from 3D modelling app), Godot will re-import the whole scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:249
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:260
|
||||
msgid "It is possible, however, to do local modifications by using *Scene Inheritance*. Try to open the imported scene and the following dialog will appear:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:254
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:265
|
||||
msgid "In inherited scenes, the only limitations for modifications are:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:256
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:267
|
||||
msgid "Nodes can't be removed (but can be added anywhere)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:257
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:268
|
||||
msgid "Sub-Resources can't be edited (save them externally as described above for this)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:259
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:270
|
||||
msgid "Other than that, everything is allowed!"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:262
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:273
|
||||
msgid "Import Hints"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:264
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:275
|
||||
msgid "Many times, when editing a scene, there are common tasks that need to be done after exporting:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:266
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:277
|
||||
msgid "Adding collision detection to objects:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:267
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:278
|
||||
msgid "Setting objects as navigation meshes"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:268
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:279
|
||||
msgid "Deleting nodes that are not used in the game engine (like specific lights used for modelling)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:270
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:281
|
||||
msgid "To simplify this workflow, Godot offers a few suffixes that can be added to the names of the objects in your 3D modelling software. When imported, Godot will detect them and perform actions automatically:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:275
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:286
|
||||
msgid "Remove nodes (-noimp)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:277
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:288
|
||||
msgid "Node names that have this suffix will be removed at import time, no matter what their type is. They will not appear in the imported scene."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:281
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292
|
||||
msgid "Create collisions (-col, -colonly, -convcolonly)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:283
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:294
|
||||
msgid "Option \"-col\" will work only for Mesh nodes. If it is detected, a child static collision node will be added, using the same geometry as the mesh."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:286
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:297
|
||||
msgid "However, it is often the case that the visual geometry is too complex or too un-smooth for collisions, which ends up not working well."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:289
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:300
|
||||
msgid "To solve this, the \"-colonly\" modifier exists, which will remove the mesh upon import and create a :ref:`class_staticbody` collision instead. This helps the visual mesh and actual collision to be separated."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:293
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:304
|
||||
msgid "Option \"-convcolonly\" will create :ref:`class_convexpolygonshape` instead of :ref:`class_concavepolygonshape`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:295
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:306
|
||||
msgid "Option \"-colonly\" can be also used with Blender's empty objects. On import it will create a :ref:`class_staticbody` with collision node as a child. Collision node will have one of predefined shapes, depending on the Blender's empty draw type:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:302
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:313
|
||||
msgid "Single arrow will create :ref:`class_rayshape`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:303
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:314
|
||||
msgid "Cube will create :ref:`class_boxshape`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:304
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:315
|
||||
msgid "Image will create :ref:`class_planeshape`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:316
|
||||
msgid "Sphere (and other non-listed) will create :ref:`class_sphereshape`"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:307
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:318
|
||||
msgid "For better visibility in Blender's editor user can set \"X-Ray\" option on collision empties and set some distinct color for them in User Preferences / Themes / 3D View / Empty."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:311
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:322
|
||||
msgid "Create navigatopm (-navmesh)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:313
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:324
|
||||
msgid "A mesh node with this suffix will be converted to a navigation mesh. Original Mesh node will be removed."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:317
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:328
|
||||
msgid "Rigid Body (-rigid)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:319
|
||||
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:330
|
||||
msgid "Creates a rigid body from this mesh."
|
||||
msgstr ""
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
@@ -8,7 +8,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-06-13 14:08+0200\n"
|
||||
"POT-Creation-Date: 2018-06-18 08:58+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"
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user