Sync Sphinx and Weblate templates with current docs

This commit is contained in:
Rémi Verschelde
2021-12-21 17:16:54 +01:00
parent 5ca3ad9cd6
commit 6e42d7fe40
366 changed files with 3023 additions and 1278 deletions

2
docs

Submodule docs updated: 29a13c542c...3cb7be03de

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -133,7 +133,6 @@ msgid "November 2021"
msgstr ""
#: ../../docs/about/release_policy.rst:96
#: ../../docs/about/release_policy.rst:99
msgid "|supported| Receives fixes for bugs, security and platform support issues, as well as backwards-compatible usability enhancements."
msgstr ""
@@ -145,111 +144,115 @@ msgstr ""
msgid "April 2021"
msgstr ""
#: ../../docs/about/release_policy.rst:102
#: ../../docs/about/release_policy.rst:99
msgid "|partial| Receives fixes for security and platform support issues only."
msgstr ""
#: ../../docs/about/release_policy.rst:101
msgid "Godot 3.2"
msgstr ""
#: ../../docs/about/release_policy.rst:102
#: ../../docs/about/release_policy.rst:101
msgid "January 2020"
msgstr ""
#: ../../docs/about/release_policy.rst:102
#: ../../docs/about/release_policy.rst:101
msgid "|eol| No longer supported as fully superseded by the compatible 3.3 release (last update: 3.2.3)."
msgstr ""
#: ../../docs/about/release_policy.rst:105
#: ../../docs/about/release_policy.rst:104
msgid "Godot 3.1"
msgstr ""
#: ../../docs/about/release_policy.rst:105
#: ../../docs/about/release_policy.rst:104
msgid "March 2019"
msgstr ""
#: ../../docs/about/release_policy.rst:105
#: ../../docs/about/release_policy.rst:104
msgid "|eol| No longer supported (last update: 3.1.2)."
msgstr ""
#: ../../docs/about/release_policy.rst:107
#: ../../docs/about/release_policy.rst:106
msgid "Godot 3.0"
msgstr ""
#: ../../docs/about/release_policy.rst:107
#: ../../docs/about/release_policy.rst:106
msgid "January 2018"
msgstr ""
#: ../../docs/about/release_policy.rst:107
#: ../../docs/about/release_policy.rst:106
msgid "|eol| No longer supported (last update: 3.0.6)."
msgstr ""
#: ../../docs/about/release_policy.rst:109
#: ../../docs/about/release_policy.rst:108
msgid "Godot 2.1"
msgstr ""
#: ../../docs/about/release_policy.rst:109
#: ../../docs/about/release_policy.rst:108
msgid "July 2016"
msgstr ""
#: ../../docs/about/release_policy.rst:109
#: ../../docs/about/release_policy.rst:108
msgid "|eol| No longer supported (last update: 2.1.6)."
msgstr ""
#: ../../docs/about/release_policy.rst:111
#: ../../docs/about/release_policy.rst:110
msgid "Godot 2.0"
msgstr ""
#: ../../docs/about/release_policy.rst:111
#: ../../docs/about/release_policy.rst:110
msgid "February 2016"
msgstr ""
#: ../../docs/about/release_policy.rst:111
#: ../../docs/about/release_policy.rst:110
msgid "|eol| No longer supported (last update: 2.0.4.1)."
msgstr ""
#: ../../docs/about/release_policy.rst:113
#: ../../docs/about/release_policy.rst:112
msgid "Godot 1.1"
msgstr ""
#: ../../docs/about/release_policy.rst:113
#: ../../docs/about/release_policy.rst:112
msgid "May 2015"
msgstr ""
#: ../../docs/about/release_policy.rst:113
#: ../../docs/about/release_policy.rst:115
#: ../../docs/about/release_policy.rst:112
#: ../../docs/about/release_policy.rst:114
msgid "|eol| No longer supported."
msgstr ""
#: ../../docs/about/release_policy.rst:115
#: ../../docs/about/release_policy.rst:114
msgid "Godot 1.0"
msgstr ""
#: ../../docs/about/release_policy.rst:115
#: ../../docs/about/release_policy.rst:114
msgid "December 2014"
msgstr ""
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:122
msgid "**Legend:** |supported| Full support |partial| Partial support |eol| No support (end of life) |unstable| Development version"
msgstr ""
#: ../../docs/about/release_policy.rst:129
#: ../../docs/about/release_policy.rst:128
msgid "Pre-release Godot versions aren't intended to be used in production and are provided for testing purposes only."
msgstr ""
#: ../../docs/about/release_policy.rst:135
#: ../../docs/about/release_policy.rst:134
msgid "When is the next release out?"
msgstr ""
#: ../../docs/about/release_policy.rst:137
#: ../../docs/about/release_policy.rst:136
msgid "While Godot contributors aren't working under any deadlines, we have historically had one major or minor release per year, with several maintenance updates between each."
msgstr ""
#: ../../docs/about/release_policy.rst:141
#: ../../docs/about/release_policy.rst:140
msgid "Starting with Godot 3.3, we aim to accelerate our development cycles for minor releases, so you can expect a new minor release every 3 to 6 months."
msgstr ""
#: ../../docs/about/release_policy.rst:144
#: ../../docs/about/release_policy.rst:143
msgid "Maintenance (patch) releases will be released as needed with potentially very short development cycles, to provide users of the current stable branch with the latest bug fixes for their production needs."
msgstr ""
#: ../../docs/about/release_policy.rst:148
#: ../../docs/about/release_policy.rst:147
msgid "As for the upcoming Godot 4.0, we can only say that we aim for a **2022** release, but any closer estimate is likely to be hard to uphold. Alpha builds will be published as soon as the main features for Godot 4.0 are finalized."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -130,7 +130,7 @@ msgid "Link a class"
msgstr ""
#: ../../docs/community/contributing/class_reference_writing_guidelines.rst:128
msgid "Move the [Sprite2D]."
msgid "Move the [Sprite]."
msgstr ""
#: ../../docs/community/contributing/class_reference_writing_guidelines.rst:128

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -237,53 +237,57 @@ msgid "The default ``custom.py`` file can be created at the root of the Godot En
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:257
msgid "You can also disable some of the builtin modules before compiling, saving some time it takes to build the engine, see :ref:`doc_optimizing_for_size` page for more details."
msgid "You can also disable some of the builtin modules before compiling, saving some time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:260
msgid "Another custom file can be specified explicitly with the ``profile`` command line option, both overriding the default build configuration:"
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:262
msgid "You can use the online `Godot build options generator <https://godot-build-options-generator.github.io/>`__ to generate a ``custom.py`` file containing SCons options. You can then save this file and place it at the root of your Godot source directory."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:267
msgid "Another custom file can be specified explicitly with the ``profile`` command line option, both overriding the default build configuration:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:274
msgid "Build options set from the file can be overridden by the command line options."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:270
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:277
msgid "It's also possible to override the options conditionally:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:285
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:292
msgid "Using the SCONSFLAGS"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:287
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:294
msgid "``SCONSFLAGS`` is an environment variable which is used by the SCons to set the options automatically without having to supply them via the command line."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:290
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:297
msgid "For instance, you may want to build Godot in parallel with the aforementioned ``-j`` option for all the future builds:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:307
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:314
msgid "Export templates"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:309
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:316
msgid "Official export templates are downloaded from the Godot Engine site: `godotengine.org <https://godotengine.org/>`__. However, you might want to build them yourself (in case you want newer ones, you are using custom modules, or simply don't trust your own shadow)."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:314
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:321
msgid "If you download the official export templates package and unzip it, you will notice that most files are optimized binaries or packages for each platform:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:337
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:344
msgid "To create those yourself, follow the instructions detailed for each platform in this same tutorial section. Each platform explains how to create its own template."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:341
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:348
msgid "The ``version.txt`` file should contain the corresponding Godot version identifier. This file is used to install export templates in a version-specific directory to avoid conflicts. For instance, if you are building export templates for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first line (and nothing else). This version identifier is based on the ``major``, ``minor``, ``patch`` (if present) and ``status`` lines of the `version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:349
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:356
msgid "If you are developing for multiple platforms, macOS is definitely the most convenient host platform for cross-compilation, since you can cross-compile for almost every target (except for UWP). Linux and Windows come in second place, but Linux has the advantage of being the easier platform to set this up."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -32,82 +32,147 @@ msgstr ""
msgid "This tutorial aims to give an overview on different methods to create a smaller binary. Before continuing, it is recommended to read the previous tutorials on compiling Godot for each platform."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:22
msgid "You can use the online `Godot build options generator <https://godot-build-options-generator.github.io/>`__ to generate a ``custom.py`` file containing SCons options. You can then save this file and place it at the root of your Godot source directory."
#: ../../docs/development/compiling/optimizing_for_size.rst:20
msgid "The options below are listed from the most important (greatest size savings) to the least important (lowest size savings)."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:28
msgid "Disabling 3D"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:30
msgid "For 2D games, having the whole 3D engine available usually makes no sense. Because of this, there is a build flag to disable it:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:36
msgid "Tools must be disabled in order to use this flag, as the editor is not designed to operate without 3D support. Without it, the binary size can be reduced by about 15%."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:41
msgid "Disabling advanced GUI nodes"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:43
msgid "Most small games don't require complex GUI controls such as Tree, ItemList, TextEdit or GraphEdit. They can be disabled using a build flag:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:51
msgid "Disabling unwanted modules"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:53
msgid "A lot of Godot's functions are offered as modules. You can see a list of modules with the following command:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:60
msgid "The list of modules that can be disabled will appear, together with all build options. If you are working on a simple 2D game, you could disable a lot of them:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:68
msgid "If this proves not to work for your use case, you should review the list of modules and see which ones you actually still need for your game (e.g. you might want to keep networking-related modules, regex support, or theora/webm to play videos)."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:73
msgid "Alternatively, you can supply a list of disabled modules by creating ``custom.py`` at the root of the source, with the contents similar to the following:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:116
msgid ":ref:`doc_overriding_build_options`."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:119
msgid "Optimizing for size instead of speed"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:121
msgid "Godot 3.1 onwards allows compiling using size optimizations (instead of speed). To enable this, set the ``optimize`` flag to ``size``:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:128
msgid "Some platforms such as WebAssembly already use this mode by default."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:131
msgid "Compiling with link-time optimization"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:133
msgid "Enabling link-time optimization produces more efficient binaries, both in terms of performance and file size. It works by eliminating duplicate template functions and unused code. It can currently be used with the GCC and MSVC compilers:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:142
msgid "Linking becomes much slower and more RAM consuming with this option, so it should be used only for release builds."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:146
#: ../../docs/development/compiling/optimizing_for_size.rst:24
msgid "Stripping binaries"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:148
msgid "If you build from source, remember to strip debug symbols from binaries:"
#: ../../docs/development/compiling/optimizing_for_size.rst:26
msgid "**Space savings:** Very high"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:27
#: ../../docs/development/compiling/optimizing_for_size.rst:56
#: ../../docs/development/compiling/optimizing_for_size.rst:72
#: ../../docs/development/compiling/optimizing_for_size.rst:96
#: ../../docs/development/compiling/optimizing_for_size.rst:113
msgid "**Difficulty:** Easy"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:28
#: ../../docs/development/compiling/optimizing_for_size.rst:73
msgid "**Performed in official builds:** Yes"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:30
msgid "If you build Windows (MinGW), Linux or macOS binaries from source, remember to strip debug symbols from binaries by installing the ``strip`` package from your distribution then running:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:38
msgid "On Windows, ``strip.exe`` is included in most MinGW toolchain setups."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:40
msgid "This will reduce the size of compiled binaries by a factor between 5× and 10×. The downside is that crash backtraces will no longer provide accurate information (which is useful for troubleshooting the cause of a crash). :ref:`C++ profilers <doc_using_cpp_profilers>` will also no longer be able to display function names (this does not affect the built-in GDScript profiler)."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:48
msgid "The above command will not work on Windows binaries compiled with MSVC and platforms such as Android and HTML5. Instead, pass ``debug_symbols=no`` on the SCons command line when compiling."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:53
msgid "Optimizing for size instead of speed"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:55
#: ../../docs/development/compiling/optimizing_for_size.rst:71
msgid "**Space savings:** High"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:57
msgid "**Performed in official builds:** Yes, but only for HTML5"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:59
msgid "Godot 3.1 onwards allows compiling using size optimizations (instead of speed). To enable this, set the ``optimize`` flag to ``size``:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:66
msgid "Some platforms such as WebAssembly already use this mode by default."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:69
msgid "Compiling with link-time optimization"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:75
msgid "Enabling link-time optimization produces more efficient binaries, both in terms of performance and file size. It works by eliminating duplicate template functions and unused code. It can currently be used with the GCC and MSVC compilers:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:84
msgid "Linking becomes much slower and more RAM-consuming with this option, so it should be used only for release builds:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:87
msgid "When compiling the ``master`` branch, you need to have at least 8 GB of RAM available for successful linking with LTO enabled."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:89
msgid "When compiling the ``3.x`` branch, you need to have at least 6 GB of RAM available for successful linking with LTO enabled."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:93
msgid "Disabling 3D"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:95
#: ../../docs/development/compiling/optimizing_for_size.rst:112
msgid "**Space savings:** Moderate"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:97
#: ../../docs/development/compiling/optimizing_for_size.rst:114
#: ../../docs/development/compiling/optimizing_for_size.rst:128
msgid "**Performed in official builds:** No"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:99
msgid "For 2D games, having the whole 3D engine available usually makes no sense. Because of this, there is a build flag to disable it:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:105
msgid "Tools must be disabled in order to use this flag, as the editor is not designed to operate without 3D support. Without it, the binary size can be reduced by about 15%."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:110
msgid "Disabling advanced GUI nodes"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:116
msgid "Most small games don't require complex GUI controls such as Tree, ItemList, TextEdit or GraphEdit. They can be disabled using a build flag:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:124
msgid "Disabling unwanted modules"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:126
msgid "**Space savings:** Very low to moderate depending on modules"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:127
msgid "**Difficulty:** Medium to hard depending on modules"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:130
msgid "A lot of Godot's functions are offered as modules. You can see a list of modules with the following command:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:137
msgid "The list of modules that can be disabled will appear, together with all build options. If you are working on a simple 2D game, you could disable a lot of them:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:145
msgid "If this proves not to work for your use case, you should review the list of modules and see which ones you actually still need for your game (e.g. you might want to keep networking-related modules, regex support, or theora/webm to play videos)."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:150
msgid "Alternatively, you can supply a list of disabled modules by creating ``custom.py`` at the root of the source, with the contents similar to the following:"
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:193
msgid ":ref:`doc_overriding_build_options`."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -0,0 +1,45 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2021, 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 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/macos_debug.rst:2
msgid "Debugging on macOS"
msgstr ""
#: ../../docs/development/cpp/macos_debug.rst:5
msgid "Debugging Godot editor"
msgstr ""
#: ../../docs/development/cpp/macos_debug.rst:7
msgid "Attaching a debugger to the signed macOS process requires the \"com.apple.security.get-task-allow\" entitlement, which is not enabled by default, since apps can't be notarized as long as it is enabled. If you want to debug an official build of the editor it should be re-signed with the proper entitlements."
msgstr ""
#: ../../docs/development/cpp/macos_debug.rst:10
msgid "Create an ``editor.entitlements`` text file with the following contents:"
msgstr ""
#: ../../docs/development/cpp/macos_debug.rst:35
msgid "Then use the following command to re-sign the editor::"
msgstr ""
#: ../../docs/development/cpp/macos_debug.rst:40
msgid "Debugging exported project"
msgstr ""
#: ../../docs/development/cpp/macos_debug.rst:42
msgid "To allow debugging, select the ``codesign\\debugging`` (``com.apple.security.get-task-allow``) entitlement during the export. When it is selected, notarization is not supported and should be disabled."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,218 +16,218 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/using_cpp_profilers.rst:2
#: ../../docs/development/cpp/using_cpp_profilers.rst:4
msgid "Using C++ profilers"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:4
#: ../../docs/development/cpp/using_cpp_profilers.rst:6
msgid "To optimize Godot's performance, you need to know what to optimize first. To this end, profilers are useful tools."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:9
#: ../../docs/development/cpp/using_cpp_profilers.rst:11
msgid "There is a built-in GDScript profiler in the editor, but using C++ profiler may be useful in cases where the GDScript profiler is not accurate enough or is missing information due to bugs in the profiler."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:14
#: ../../docs/development/cpp/using_cpp_profilers.rst:16
msgid "Recommended profilers"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:16
#: ../../docs/development/cpp/using_cpp_profilers.rst:18
msgid "`VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:17
#: ../../docs/development/cpp/using_cpp_profilers.rst:19
msgid "`HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:18
#: ../../docs/development/cpp/using_cpp_profilers.rst:20
msgid "`Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:20
#: ../../docs/development/cpp/using_cpp_profilers.rst:22
msgid "These profilers may not be the most powerful or flexible options, but their standalone operation and limited feature set tends to make them easier to use."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:25
#: ../../docs/development/cpp/using_cpp_profilers.rst:27
msgid "In its latest stable release (0.90 as of writing), VerySleepy will freeze when loading debug symbols. To solve this, exit VerySleepy then save `this dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x64/dbghelpms.dll>`__ at the root of the VerySleepy installation folder. This folder is generally located at ``C:\\Program Files\\Very Sleepy CS``."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:31
#: ../../docs/development/cpp/using_cpp_profilers.rst:33
msgid "If you are debugging a 32-bit application instead of 64-bit, save `this dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x86/dbghelpms.dll>`__ in the ``32`` folder of the VerySleepy installation folder."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:36
#: ../../docs/development/cpp/using_cpp_profilers.rst:38
msgid "Setting up Godot"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:38
#: ../../docs/development/cpp/using_cpp_profilers.rst:40
msgid "To get useful profiling information, it is **absolutely required** to use a Godot build that includes debugging symbols. Official binaries do not include debugging symbols, since these would make the download size significantly larger."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:42
#: ../../docs/development/cpp/using_cpp_profilers.rst:44
msgid "To get profiling data that best matches the production environment, you should compile binaries with the following SCons options:"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:45
#: ../../docs/development/cpp/using_cpp_profilers.rst:47
msgid "For editor binaries: ``target=release_debug use_lto=yes``"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:46
#: ../../docs/development/cpp/using_cpp_profilers.rst:48
msgid "For debug export templates: ``target=release_debug use_lto=yes``"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:47
#: ../../docs/development/cpp/using_cpp_profilers.rst:49
msgid "For release export templates: ``tools=no target=release debug_symbols=yes`` - ``debug_symbols=yes`` is required as export templates are stripped from debugging symbols by default."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:50
#: ../../docs/development/cpp/using_cpp_profilers.rst:52
msgid "It is possible to run a profiler on less optimized builds (e.g. ``target=debug`` without LTO), but results will naturally be less representative of real world conditions."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:55
#: ../../docs/development/cpp/using_cpp_profilers.rst:57
msgid "Do *not* strip debugging symbols on the binaries using the ``strip`` command after compiling the binaries. Otherwise, you will no longer get useful profiling information when running a profiler."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:60
#: ../../docs/development/cpp/using_cpp_profilers.rst:62
msgid "Benchmarking startup/shutdown times"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:62
#: ../../docs/development/cpp/using_cpp_profilers.rst:64
msgid "If you're looking into optimizing Godot's startup/shutdown performance, you can tell the profiler to use the ``--quit`` command line option on the Godot binary. This will exit Godot just after it finished starting. The ``--quit`` option works with ``--editor``, ``--project-manager`` or ``--path <path to project directory>`` (which runs a project directly)."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:70
#: ../../docs/development/cpp/using_cpp_profilers.rst:72
msgid "See :ref:`doc_command_line_tutorial` for more command line arguments supported by Godot."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:74
#: ../../docs/development/cpp/using_cpp_profilers.rst:76
msgid "Profiler-specific instructions"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:77
#: ../../docs/development/cpp/using_cpp_profilers.rst:79
msgid "VerySleepy"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:79
#: ../../docs/development/cpp/using_cpp_profilers.rst:81
msgid "Start the Godot editor or your project first. If you start the project manager, make sure to edit or run a project first. Otherwise, the profiler will not track the child process since the project manager will spawn a child process for every project edited or run."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:83
#: ../../docs/development/cpp/using_cpp_profilers.rst:85
msgid "Open VerySleepy and select the Godot executable in the list of processes on the left:"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:87
#: ../../docs/development/cpp/using_cpp_profilers.rst:89
msgid "Click the **Profile All** button on the right to start profiling."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:88
#: ../../docs/development/cpp/using_cpp_profilers.rst:90
msgid "Perform the actions you wish to profile in the editor or project. When you're done, click **Stop** (*not* Abort)."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:89
#: ../../docs/development/cpp/using_cpp_profilers.rst:91
msgid "Wait for the results window to appear."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:90
#: ../../docs/development/cpp/using_cpp_profilers.rst:92
msgid "Once the results window appears, filter the view to remove external modules (such as the graphics driver). You can filter by module by finding a line whose **Module** matches the Godot executable name, right-clicking that line then choosing **Filter Module to <Godot executable name>** in the dropdown that appears."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:94
#: ../../docs/development/cpp/using_cpp_profilers.rst:96
msgid "Your results window should now look something like this:"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:99
#: ../../docs/development/cpp/using_cpp_profilers.rst:101
msgid "HotSpot"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:101
#: ../../docs/development/cpp/using_cpp_profilers.rst:103
msgid "Open HotSpot. Click **Record Data**:"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:105
#: ../../docs/development/cpp/using_cpp_profilers.rst:107
msgid "In the next window, specify the path to the Godot binary that includes debug symbols."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:106
#: ../../docs/development/cpp/using_cpp_profilers.rst:108
msgid "Specify command line arguments to run a specific project, with or without the editor."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:107
#: ../../docs/development/cpp/using_cpp_profilers.rst:109
msgid "The path to the working directory can be anything if an absolute path is used for the ``--path`` command line argument. Otherwise, it must be set to that the relative path to the project is valid."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:110
#: ../../docs/development/cpp/using_cpp_profilers.rst:112
msgid "Make sure **Elevate Privileges** is checked if you have administrative privileges. While not essential for profiling Godot, this will ensure all events can be captured. Otherwise, some events may be missing in the capture. Your settings should now look something like this:"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:117
#: ../../docs/development/cpp/using_cpp_profilers.rst:119
msgid "Click **Start Recording** and perform the actions you wish to profile in the editor/project."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:118
#: ../../docs/development/cpp/using_cpp_profilers.rst:120
msgid "Quit the editor/project normally or use the **Stop Profiling** button in HotSpot to stop profiling early. Stopping profiling early can result in cleaner profiles if you're not interested in the engine's quit procedure."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:121
#: ../../docs/development/cpp/using_cpp_profilers.rst:123
msgid "Click **View Results** and wait for the profiling visualization to be generated:"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:125
#: ../../docs/development/cpp/using_cpp_profilers.rst:127
msgid "Use the tabs at the top to navigate between the different views. These views show the same data, but in different ways. The **Flame Graph** tab is a good way to see which functions take up the most time at a glance. These functions are therefore the most important ones to optimize, since optimizing them will improve performance the most."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:130
#: ../../docs/development/cpp/using_cpp_profilers.rst:132
msgid "At the bottom of all tabs except **Summary**, you will also see a list of CPU threads started by the engine among with the CPU utilization for each thread. This lets you see threads that can be a bottleneck at a given point in time."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:138
#: ../../docs/development/cpp/using_cpp_profilers.rst:140
msgid "If you don't want the startup procedure to be included in the profile, you can also attach HotSpot to a running process by clicking **Record Data** then setting the **Launch Application** dropdown option to **Attach To Process(es)**."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:143
#: ../../docs/development/cpp/using_cpp_profilers.rst:145
msgid "This process attachment-based workflow is similar to the one used by VerySleepy."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:146
#: ../../docs/development/cpp/using_cpp_profilers.rst:148
msgid "Xcode Instruments"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:148
#: ../../docs/development/cpp/using_cpp_profilers.rst:150
msgid "Open Xcode. Select **Open Developer Tool** - **Instruments** from the **Xcode** app menu:"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:149
#: ../../docs/development/cpp/using_cpp_profilers.rst:151
msgid "Double-click on **Time Profiler** in the **Instruments** window:"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:153
#: ../../docs/development/cpp/using_cpp_profilers.rst:155
msgid "In the Time Profiler window, click on the **Target** menu, select **Choose target...** and specify the path to the Godot binary, command line arguments and environment variables in the next window."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:159
#: ../../docs/development/cpp/using_cpp_profilers.rst:161
msgid "You can also attach the Time Profiler to a running process by selecting it from the **Target** menu."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:162
#: ../../docs/development/cpp/using_cpp_profilers.rst:164
msgid "Click the **Start an immediate mode recording** button to start profiling."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:166
#: ../../docs/development/cpp/using_cpp_profilers.rst:168
msgid "Perform the actions you wish to profile in the editor or project. When you're done, click the **Stop** button."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:169
#: ../../docs/development/cpp/using_cpp_profilers.rst:171
msgid "Wait for the results to appear."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:170
#: ../../docs/development/cpp/using_cpp_profilers.rst:172
msgid "At the bottom of the window you will see a call tree for all CPU threads started, and the **Heaviest Stack Trace** overview."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:172
#: ../../docs/development/cpp/using_cpp_profilers.rst:174
msgid "Select **Hide system libraries** in the **Call Tree** menu (at the bottom of window) to remove external modules."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:174
#: ../../docs/development/cpp/using_cpp_profilers.rst:176
msgid "You can use the timeline at the top of the window to display details for the specific time period."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -69,7 +69,7 @@ msgid "Sprite animation"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:56
msgid "Click on the ``Player`` node and add an :ref:`AnimatedSprite2D <class_AnimatedSprite>` node as a child. The ``AnimatedSprite`` will handle the appearance and animations for our player. Notice that there is a warning symbol next to the node. An ``AnimatedSprite2D`` requires a :ref:`SpriteFrames <class_SpriteFrames>` resource, which is a list of the animations it can display. To create one, find the ``Frames`` property in the Inspector and click \"[empty]\" -> \"New SpriteFrames\". Click again to open the \"SpriteFrames\" panel:"
msgid "Click on the ``Player`` node and add an :ref:`AnimatedSprite <class_AnimatedSprite>` node as a child. The ``AnimatedSprite`` will handle the appearance and animations for our player. Notice that there is a warning symbol next to the node. An ``AnimatedSprite`` requires a :ref:`SpriteFrames <class_SpriteFrames>` resource, which is a list of the animations it can display. To create one, find the ``Frames`` property in the Inspector and click \"[empty]\" -> \"New SpriteFrames\". Click again to open the \"SpriteFrames\" panel:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:67
@@ -77,7 +77,7 @@ msgid "On the left is a list of animations. Click the \"default\" one and rename
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:76
msgid "The player images are a bit too large for the game window, so we need to scale them down. Click on the ``AnimatedSprite2D`` node and set the ``Scale`` property to ``(0.5, 0.5)``. You can find it in the Inspector under the ``Node2D`` heading."
msgid "The player images are a bit too large for the game window, so we need to scale them down. Click on the ``AnimatedSprite`` node and set the ``Scale`` property to ``(0.5, 0.5)``. You can find it in the Inspector under the ``Node2D`` heading."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:83

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -73,121 +73,157 @@ msgid "Play the appropriate animation."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:138
msgid "First, we need to check for input - is the player pressing a key? For this game, we have 4 direction inputs to check. Input actions are defined in the Project Settings under \"Input Map\". Here, you can define custom events and assign different keys, mouse events, or other inputs to them. For this game, we will just use the default events called \"ui_right\" etc that are assigned to the arrow keys on the keyboard."
msgid "First, we need to check for input - is the player pressing a key? For this game, we have 4 direction inputs to check. Input actions are defined in the Project Settings under \"Input Map\". Here, you can define custom events and assign different keys, mouse events, or other inputs to them. For this game, we will map the arrow keys to the four directions."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:145
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:144
msgid "Click on *Project -> Project Settings* to open the project settings window and click on the *Input Map* tab at the top. Type \"move_right\" in the top bar and click the \"Add\" button to add the ``move_right`` action."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:150
msgid "We need to assign a key to this action. Click the \"+\" icon on the right, then click the \"Key\" option in the drop-down menu. A dialog asks you to type in the desired key. Press the right arrow on your keyboard and click \"Ok\"."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:156
msgid "Repeat these steps to add three more mappings:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:158
msgid "``move_left`` mapped to the left arrow key."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:159
msgid "``move_up`` mapped to the up arrow key."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:160
msgid "And ``move_down`` mapped to the down arrow key."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:162
msgid "Your input map tab should look like this:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:166
msgid "Click the \"Close\" button to close the project settings."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:170
msgid "We only mapped one key to each input action, but you can map multiple keys, joystick buttons, or mouse buttons to the same input action."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:173
msgid "You can detect whether a key is pressed using ``Input.is_action_pressed()``, which returns ``true`` if it's pressed or ``false`` if it isn't."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:224
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:252
msgid "We start by setting the ``velocity`` to ``(0, 0)`` - by default, the player should not be moving. Then we check each input and add/subtract from the ``velocity`` to obtain a total direction. For example, if you hold ``right`` and ``down`` at the same time, the resulting ``velocity`` vector will be ``(1, 1)``. In this case, since we're adding a horizontal and a vertical movement, the player would move *faster* diagonally than if it just moved horizontally."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:231
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:259
msgid "We can prevent that if we *normalize* the velocity, which means we set its *length* to ``1``, then multiply by the desired speed. This means no more fast diagonal movement."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:235
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:263
msgid "If you've never used vector math before, or need a refresher, you can see an explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to know but won't be necessary for the rest of this tutorial."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:239
msgid "We also check whether the player is moving so we can call ``play()`` or ``stop()`` on the AnimatedSprite2D."
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:267
msgid "We also check whether the player is moving so we can call ``play()`` or ``stop()`` on the AnimatedSprite."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:242
msgid "``$`` is shorthand for ``get_node()``. So in the code above, ``$AnimatedSprite2D.play()`` is the same as ``get_node(\"AnimatedSprite2D\").play()``."
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:270
msgid "``$`` is shorthand for ``get_node()``. So in the code above, ``$AnimatedSprite.play()`` is the same as ``get_node(\"AnimatedSprite\").play()``."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:246
msgid "In GDScript, ``$`` returns the node at the relative path from the current node, or returns ``null`` if the node is not found. Since AnimatedSprite2D is a child of the current node, we can use ``$AnimatedSprite2D``."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:251
msgid "Now that we have a movement direction, we can update the player's position. We can also use ``clamp()`` to prevent it from leaving the screen. *Clamping* a value means restricting it to a given range. Add the following to the bottom of the ``_process`` function (make sure it's not indented under the `else`):"
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:274
msgid "In GDScript, ``$`` returns the node at the relative path from the current node, or returns ``null`` if the node is not found. Since AnimatedSprite is a child of the current node, we can use ``$AnimatedSprite``."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:279
msgid "Now that we have a movement direction, we can update the player's position. We can also use ``clamp()`` to prevent it from leaving the screen. *Clamping* a value means restricting it to a given range. Add the following to the bottom of the ``_process`` function (make sure it's not indented under the `else`):"
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:307
msgid "The `delta` parameter in the `_process()` function refers to the *frame length* - the amount of time that the previous frame took to complete. Using this value ensures that your movement will remain consistent even if the frame rate changes."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:284
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:312
msgid "Click \"Play Scene\" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) and confirm you can move the player around the screen in all directions."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:287
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:315
msgid "If you get an error in the \"Debugger\" panel that says"
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:289
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:317
msgid "``Attempt to call function 'play' in base 'null instance' on a null instance``"
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:292
msgid "this likely means you spelled the name of the AnimatedSprite2D node wrong. Node names are case-sensitive and ``$NodeName`` must match the name you see in the scene tree."
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:320
msgid "this likely means you spelled the name of the AnimatedSprite node wrong. Node names are case-sensitive and ``$NodeName`` must match the name you see in the scene tree."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:297
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:325
msgid "Choosing animations"
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:299
msgid "Now that the player can move, we need to change which animation the AnimatedSprite2D is playing based on its direction. We have the \"walk\" animation, which shows the player walking to the right. This animation should be flipped horizontally using the ``flip_h`` property for left movement. We also have the \"up\" animation, which should be flipped vertically with ``flip_v`` for downward movement. Let's place this code at the end of the ``_process()`` function:"
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:327
msgid "Now that the player can move, we need to change which animation the AnimatedSprite is playing based on its direction. We have the \"walk\" animation, which shows the player walking to the right. This animation should be flipped horizontally using the ``flip_h`` property for left movement. We also have the \"up\" animation, which should be flipped vertically with ``flip_v`` for downward movement. Let's place this code at the end of the ``_process()`` function:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:345
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:373
msgid "The boolean assignments in the code above are a common shorthand for programmers. Since we're doing a comparison test (boolean) and also *assigning* a boolean value, we can do both at the same time. Consider this code versus the one-line boolean assignment above:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:369
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:397
msgid "Play the scene again and check that the animations are correct in each of the directions."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:372
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:400
msgid "A common mistake here is to type the names of the animations wrong. The animation names in the SpriteFrames panel must match what you type in the code. If you named the animation ``\"Walk\"``, you must also use a capital \"W\" in the code."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:377
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:405
msgid "When you're sure the movement is working correctly, add this line to ``_ready()``, so the player will be hidden when the game starts:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:394
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:422
msgid "Preparing for collisions"
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:396
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:424
msgid "We want ``Player`` to detect when it's hit by an enemy, but we haven't made any enemies yet! That's OK, because we're going to use Godot's *signal* functionality to make it work."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:400
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:428
msgid "Add the following at the top of the script, after ``extends Area2D``:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:429
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:457
msgid "This defines a custom signal called \"hit\" that we will have our player emit (send out) when it collides with an enemy. We will use ``Area2D`` to detect the collision. Select the ``Player`` node and click the \"Node\" tab next to the Inspector tab to see the list of signals the player can emit:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:436
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:464
msgid "Notice our custom \"hit\" signal is there as well! Since our enemies are going to be ``RigidBody2D`` nodes, we want the ``body_entered(body: Node)`` signal. This signal will be emitted when a body contacts the player. Click \"Connect..\" and the \"Connect a Signal\" window appears. We don't need to change any of these settings so click \"Connect\" again. Godot will automatically create a function in your player's script."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:445
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:473
msgid "Note the green icon indicating that a signal is connected to this function. Add this code to the function:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:477
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:505
msgid "Each time an enemy hits the player, the signal is going to be emitted. We need to disable the player's collision so that we don't trigger the ``hit`` signal more than once."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:481
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:509
msgid "Disabling the area's collision shape can cause an error if it happens in the middle of the engine's collision processing. Using ``set_deferred()`` tells Godot to wait to disable the shape until it's safe to do so."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:486
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:514
msgid "The last piece is to add a function we can call to reset the player when starting a new game."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:515
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:543
msgid "With the player working, we'll work on the enemy in the next lesson."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -77,7 +77,7 @@ msgid "We'll select one of these animations randomly so that the mobs will have
msgstr ""
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:47
msgid "Like the player images, these mob images need to be scaled down. Set the ``AnimatedSprite2D``'s ``Scale`` property to ``(0.75, 0.75)``."
msgid "Like the player images, these mob images need to be scaled down. Set the ``AnimatedSprite``'s ``Scale`` property to ``(0.75, 0.75)``."
msgstr ""
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:50
@@ -101,7 +101,7 @@ msgid "Now let's look at the rest of the script. In ``_ready()`` we play the ani
msgstr ""
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:140
msgid "First, we get the list of animation names from the AnimatedSprite2D's ``frames`` property. This returns an Array containing all three animation names: ``[\"walk\", \"swim\", \"fly\"]``."
msgid "First, we get the list of animation names from the AnimatedSprite's ``frames`` property. This returns an Array containing all three animation names: ``[\"walk\", \"swim\", \"fly\"]``."
msgstr ""
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:144

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -69,25 +69,33 @@ msgid "Since the game is played with keyboard controls, it would be convenient i
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:48
msgid "In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* property in the Inspector. Select \"New Shortcut\" and click on the \"Shortcut\" item. A second *Shortcut* property will appear. Select \"New InputEventAction\" and click the new \"InputEventAction\". Finally, in the *Action* property, type the name ``ui_select``. This is the default input event associated with the spacebar."
msgid "In a previous lesson, we created four input actions to move the character. We will create a similar input action to map to the start button."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:57
msgid "Now when the start button appears, you can either click it or press :kbd:`Space` to start the game."
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:51
msgid "Select \"Project\" -> \"Project Settings\" and then click on the \"Input Map\" tab. In the same way you created the movement input actions, create a new input action called ``start_game`` and add a key mapping for the :kbd:`Enter` key."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:60
msgid "And with that, you completed your first 2D game in Godot."
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:56
msgid "In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* property in the Inspector. Select \"New Shortcut\" and click on the \"Shortcut\" item. A second *Shortcut* property will appear. Select \"New InputEventAction\" and click the new \"InputEventAction\". Finally, in the *Action* property, type the name ``start_game``."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:64
msgid "You got to make a player-controlled character, enemies that spawn randomly around the game board, count the score, implement a game over and replay, user interface, sounds, and more. Congratulations!"
msgid "Now when the start button appears, you can either click it or press :kbd:`Enter` to start the game."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:68
msgid "There's still much to learn, but you can take a moment to appreciate what you achieved."
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:67
msgid "And with that, you completed your first 2D game in Godot."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:71
msgid "You got to make a player-controlled character, enemies that spawn randomly around the game board, count the score, implement a game over and replay, user interface, sounds, and more. Congratulations!"
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:75
msgid "There's still much to learn, but you can take a moment to appreciate what you achieved."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:78
msgid "And when you're ready, you can move on to :ref:`doc_your_first_3d_game` to learn to create a complete 3D game from scratch, in Godot."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -305,41 +305,29 @@ msgid "For example, both the *Mob* and the *Player* scenes have a *Pivot* and a
msgstr ""
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:248
msgid "We're going to duplicate the animation using a feature called \"merge from scene\"."
msgid "Open the *Mob* scene, select the animation player node and open the float animation. Next, click on *Animation -> Copy*. Then Open ``Player.tscn`` and open its animation player. Click *Animation -> Paste*. That's it; all monsters will now play the float animation."
msgstr ""
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:251
msgid "Open the *Mob* scene, right-click on the *Mob* node and select *Merge From Scene*."
msgstr ""
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:254
msgid "|image23|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:256
msgid "Double-click ``Player.tscn`` to open it and import the *AnimationPlayer*. That's it; all monsters will now play the float animation."
msgstr ""
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:259
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:253
msgid "We can change the playback speed based on the creature's ``random_speed``. Open the *Mob*'s script and at the end of the ``initialize()`` function, add the following line."
msgstr ""
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:278
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:272
msgid "And with that, you finished coding your first complete 3D game."
msgstr ""
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:280
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:274
msgid "**Congratulations**!"
msgstr ""
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:282
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:276
msgid "In the next part, we'll quickly recap what you learned and give you some links to keep learning more. But for now, here are the complete ``Player.gd`` and ``Mob.gd`` so you can check your code against them."
msgstr ""
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:286
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:280
msgid "Here's the *Player* script."
msgstr ""
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:453
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:447
msgid "And the *Mob*'s script."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -77,7 +77,7 @@ msgid "|image1|"
msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:63
msgid "Sprite2D is a Node2D, a CanvasItem and a Node. It has all the properties and features of its three parent classes, like transforms or the ability to draw custom shapes and render with a custom shader."
msgid "Sprite is a Node2D, a CanvasItem and a Node. It has all the properties and features of its three parent classes, like transforms or the ability to draw custom shapes and render with a custom shader."
msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:68

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+0100\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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