Merge Sphinx translations with Weblate translations

This commit is contained in:
Rémi Verschelde
2018-05-02 13:14:24 +02:00
parent bfff8b24c2
commit 721f494b55
6369 changed files with 551746 additions and 91158 deletions

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -72,7 +72,7 @@ msgid ""
"basics of the Git command line is *highly* recommended. There exist some "
"graphical interfaces for Git, but they usually encourage users to take bad "
"habits regarding the Git and PR workflow, and we therefore recommend not to "
"use them. In particular, we advise not to use Github's online editor for "
"use them. In particular, we advise not to use GitHub's online editor for "
"code contributions (although it's tolerated for small fixes or documentation "
"changes) as it enforces one commit per file and per modification, which "
"quickly leads to PRs with an unreadable Git history (especially after peer "
@@ -93,26 +93,26 @@ msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:53
msgid ""
"The *master* branch is where the development of the next major version "
"The ``master`` branch is where the development of the next major version "
"occurs. As a development branch, it can be unstable and is not meant for use "
"in production. This is where PRs should be done in priority."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:57
msgid ""
"The stable branches are named after their version, e.g. *3.0* and *2.1*. "
"They are used to backport bugfixes and enhancements from the *master* branch "
"to the currently maintained stable release (e.g. 3.0.2 or 2.1.5). As a rule "
"of thumb, the last stable branch is maintained until the next major version "
"(e.g. the *2.0* branch was maintained until the release of Godot 2.1). If "
"you want to make PRs against a maintained stable branch, you will have to "
"check if your changes are also relevant for the *master* branch."
"The stable branches are named after their version, e.g. ``3.0`` and ``2.1``. "
"They are used to backport bugfixes and enhancements from the ``master`` "
"branch to the currently maintained stable release (e.g. 3.0.2 or 2.1.5). As "
"a rule of thumb, the last stable branch is maintained until the next major "
"version (e.g. the ``2.0`` branch was maintained until the release of Godot "
"2.1). If you want to make PRs against a maintained stable branch, you will "
"have to check if your changes are also relevant for the ``master`` branch."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:65
msgid ""
"There might be feature branches at time, usually meant to be merged into the "
"*master* branch at some time."
"``master`` branch at some time."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:69
@@ -138,13 +138,13 @@ msgid ""
"You can then *clone* your fork, i.e. create a local copy of the online "
"repository (in Git speak, the *origin remote*). If you haven't already, "
"download Git from `its website <https://git-scm.com>`_ if you're using "
"Windows or Mac, if you're using Linux install it through your package "
"manager."
"Windows or macOS, or install it through your package manager if you're using "
"Linux."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:88
msgid ""
"if you are on Windows open Git Bash to type commands. Mac and linux users "
"If you are on Windows, open Git Bash to type commands. macOS and Linux users "
"can use their respective terminals."
msgstr ""
@@ -172,10 +172,10 @@ msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:115
msgid ""
"This will create a reference named *upstream* pointing to the original "
"This will create a reference named ``upstream`` pointing to the original "
"godotengine/godot repository. This will be useful when you want to pull new "
"commits from its *master* branch to update your fork. You have another "
"*remote* reference named *origin*, which points to your fork."
"commits from its ``master`` branch to update your fork. You have another "
"``remote`` reference named ``origin``, which points to your fork."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:120
@@ -214,9 +214,9 @@ msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:142
msgid ""
"By default, the ``git clone`` should have put you on the *master* branch of "
"your fork (*origin*). To start your own feature development, we will create "
"a feature branch:"
"By default, the ``git clone`` should have put you on the ``master`` branch "
"of your fork (``origin``). To start your own feature development, we will "
"create a feature branch:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:154
@@ -224,7 +224,7 @@ msgid "This command is equivalent:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:161
msgid "If you want to go back to the *master* branch, you'd use:"
msgid "If you want to go back to the ``master`` branch, you'd use:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:167
@@ -239,17 +239,17 @@ msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:180
msgid ""
"This would not be needed the first time, just after you forked the upstream "
"repository. However, the next time you want to work on something, you will "
"notice that your fork's *master* is several commits behind the upstream "
"*master* branch: pull requests from other contributors would have been "
"This would not be needed the first time (just after you forked the upstream "
"repository). However, the next time you want to work on something, you will "
"notice that your fork's ``master`` is several commits behind the upstream "
"``master`` branch: pull requests from other contributors would have been "
"merged in the meantime."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:186
msgid ""
"To ensure there won't be conflicts between the feature you develop and the "
"current upstream *master* branch, you will have to update your branch by "
"current upstream ``master`` branch, you will have to update your branch by "
"*pulling* the upstream branch."
msgstr ""
@@ -259,13 +259,13 @@ msgid ""
"\"merge commit\", and you will soon hear from fellow contributors that those "
"are not wanted in PRs. Then how to update the branch without creating a "
"merge commit? You will have to use the ``--rebase`` option, so that your "
"local commits are replayed on top of the updated upstream *master* branch. "
"local commits are replayed on top of the updated upstream ``master`` branch. "
"It will effectively modify the Git history of your branch, but that is for "
"the greater good."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:201
msgid "Then command that you should (almost) always use is there:"
msgid "Therefore, the command that you should (almost) always use is:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:208
@@ -283,7 +283,7 @@ msgid ""
"By default, those changes are *unstaged*. The staging area is a layer "
"between your working directory (where you make your modifications) and the "
"local git repository (the commits and all the metadata in the ``.git`` "
"folder). To bring changes from the working directory to the git repository, "
"folder). To bring changes from the working directory to the Git repository, "
"you need to *stage* them with the ``git add`` command, and then to commit "
"them with the ``git commit`` command."
msgstr ""
@@ -330,9 +330,9 @@ msgstr ""
msgid ""
"``git commit`` will commit the staged files. It will open a text editor (you "
"can define the one you want to use with the ``GIT_EDITOR`` environment "
"variable or the ``core.editor`` setting in your Git config) to let you write "
"a commit log. You can use ``git commit -m \"Cool commit log\"`` to write the "
"log directly."
"variable or the ``core.editor`` setting in your Git configuration) to let "
"you write a commit log. You can use ``git commit -m \"Cool commit log\"`` to "
"write the log directly."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:239
@@ -359,8 +359,8 @@ msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:279
msgid ""
"With this, we should have two new commits in our *better-project-manager* "
"branch which were not in the *master* branch. They are still only local "
"With this, we should have two new commits in our ``better-project-manager`` "
"branch which were not in the ``master`` branch. They are still only local "
"though, the remote fork does not know about them, nor does the upstream repo."
msgstr ""
@@ -396,10 +396,10 @@ msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:310
msgid ""
"When you load your fork's branch on GitHub, you should see a line saying "
"\"This branch is 2 commits ahead of godotengine:master.\" (and potentially "
"some commits behind, if your *master* branch was out of sync with the "
"upstream *master* branch."
"When you load your fork's branch on GitHub, you should see a line saying *"
"\"This branch is 2 commits ahead of godotengine:master.\"* (and potentially "
"some commits behind, if your ``master`` branch was out of sync with the "
"upstream ``master`` branch."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:317
@@ -415,7 +415,7 @@ msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:323
msgid ""
"Use an explicit title for the PR and put the necessary details in the "
"comment area. You can drag and drop screenshots, gifs or zipped projects if "
"comment area. You can drag and drop screenshots, GIFs or zipped projects if "
"relevant, to showcase what your work implements. Click \"Create a pull "
"request\", and tadaa!"
msgstr ""
@@ -506,9 +506,9 @@ msgstr ""
msgid ""
"You could have avoided this rebase by using ``git commit --amend`` when "
"fixing the typo. This command will write the staged changes directly into "
"the *last* commit (*HEAD*), instead of creating a new commit like we did in "
"this example. So it is equivalent to what we did with a new commit and then "
"a rebase to mark it as \"fixup\"."
"the *last* commit (``HEAD``), instead of creating a new commit like we did "
"in this example. So it is equivalent to what we did with a new commit and "
"then a rebase to mark it as \"fixup\"."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:411
@@ -534,19 +534,19 @@ msgid ""
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:438
msgid "Deleting a Git Branch"
msgid "Deleting a Git branch"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:440
msgid ""
"After your pull request gets merged there's one last thing you should do, "
"delete your Git branch for the PR. There wont be issues if you don't delete "
"After your pull request gets merged, there's one last thing you should do: "
"delete your Git branch for the PR. There won't be issues if you don't delete "
"your branch, but it's good practice to do so. You'll need to do this twice, "
"once for the local branch and another for the remote branch on GitHub."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:445
msgid "To delete our better project manager branch locally use this command:"
msgid "To delete our better project manager branch locally, use this command:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:451

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -262,31 +262,48 @@ msgid ""
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:189
msgid "Export templates"
msgid "Other build options"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:191
msgid ""
"There are several other build options that you can use to configure the way "
"Godot should be built (compiler, debug options, etc.) as well as the "
"features to include/disable."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:195
msgid ""
"Check the output of ``scons --help`` for details about each option for the "
"version you are willing to compile."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:199
msgid "Export templates"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:201
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:196
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:206
msgid ""
"If you download the official export templates package and unzip it, you will "
"notice that most are just optimized binaries or packages for each platform:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:219
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:229
msgid ""
"To create those yourself, just 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:223
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:233
msgid ""
"If you are developing for multiple platforms, macOS is definitely the most "
"convenient host platform for cross compilation, since you can cross-compile "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -48,20 +48,20 @@ msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:23
#: ../../docs/development/cpp/custom_audiostreams.rst:119
#: ../../docs/development/cpp/custom_audiostreams.rst:342
#: ../../docs/development/cpp/custom_audiostreams.rst:356
msgid "References:"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:25
#: ../../docs/development/cpp/custom_audiostreams.rst:121
#: ../../docs/development/cpp/custom_audiostreams.rst:344
#: ../../docs/development/cpp/custom_audiostreams.rst:358
msgid ""
"`servers/audio/audio_stream.h <https://github.com/godotengine/godot/blob/"
"master/servers/audio/audio_stream.h>`__"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:26
#: ../../docs/development/cpp/custom_audiostreams.rst:345
#: ../../docs/development/cpp/custom_audiostreams.rst:359
msgid ""
"`scene/audio/audioplayer.cpp <https://github.com/godotengine/godot/blob/"
"master/scene/audio/audio_player.cpp>`__"
@@ -119,11 +119,11 @@ msgid ""
"memory allocation are forbidden."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:228
#: ../../docs/development/cpp/custom_audiostreams.rst:235
msgid "Resampling"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:231
#: ../../docs/development/cpp/custom_audiostreams.rst:238
msgid ""
"Godots AudioServer currently uses 44100 Hz sample rate. When other sample "
"rates are needed such as 48000, either provide one or use "
@@ -131,14 +131,14 @@ msgid ""
"resampling."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:235
#: ../../docs/development/cpp/custom_audiostreams.rst:242
msgid ""
"Instead of overloading ``mix``, AudioStreamPlaybackResampled uses "
"``_mix_internal`` to query AudioFrames and ``get_stream_sampling_rate`` to "
"query current mix rate."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:343
#: ../../docs/development/cpp/custom_audiostreams.rst:357
msgid ""
"`core/math/audio_frame.h <https://github.com/godotengine/godot/blob/master/"
"core/math/audio_frame.h>`__"

View File

@@ -0,0 +1,213 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: cs\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/custom_godot_servers.rst:4
msgid "Custom Godot Servers"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:7
msgid "Introduction"
msgstr "Představení"
#: ../../docs/development/cpp/custom_godot_servers.rst:9
msgid ""
"Godot implements multi threading as servers. Servers are daemons which "
"manages data, processes, and pushes the result. Server implements the "
"mediator pattern which interprets resource ID and process data for the "
"engine and other modules. In addition, the server claims ownership for its "
"RID allocations."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:16
msgid ""
"This guide assumes the reader knows how to create C++ modules and godot data "
"types. If not, refer to this guide :ref:`doc_custom_modules_in_c++`."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:20
#: ../../docs/development/cpp/custom_godot_servers.rst:279
#: ../../docs/development/cpp/custom_godot_servers.rst:429
msgid "References:"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:22
msgid ""
"`Why does Godot use Servers and RIDs? <https://godotengine.org/article/why-"
"does-godot-use-servers-and-rids>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:24
msgid "`Sigleton Pattern <https://en.wikipedia.org/wiki/Singleton_pattern>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:26
msgid "`Mediator Pattern <https://en.wikipedia.org/wiki/Mediator_pattern>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:29
msgid "What for?"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:31
msgid "Adding AI"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:32
msgid "Adding a custom asynchronous threads"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:33
msgid "Adding Input support"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:34
msgid "Adding writing threads"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:35
msgid "Adding custom VOIP protocol"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:36
msgid "etc."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:39
msgid "Creating a Godot Server"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:41
msgid ""
"At minimum, a server must to have: a static instance, sleep timer, thread "
"loop, initialize state, and cleanup."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:245
msgid "Custom Managed Resource Data"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:247
msgid ""
"Godot servers implement a mediator pattern. All data types inherit "
"``RID_Data``. `RID_Owner<MyRID_Data>`` owns the object when ``make_rid`` is "
"called. Only during debug mode, RID_Owner maintains a list of RID. In "
"practice, RID is similar to writing object oriented C code."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:281
msgid ":ref:`RID<class_rid>`"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:282
msgid ""
"`core/rid.h <https://github.com/godotengine/godot/blob/master/core/rid.h>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:286
msgid "Registering the class to GDScript"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:288
msgid ""
"Server are allocated in ``register_types.cpp``. The constructor sets the "
"static instance and init creates the managed thread. ``unregister_types."
"cpp`` cleans up the server"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:292
msgid ""
"Since Godot Server class creates an instance and binds it to a static "
"singleton, binding the class might not reference the correct instance. "
"Therefore, a dummy class must be created to reference the proper Godot "
"Server."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:296
msgid ""
"In ``register_godotserver_types()``, ``Engine::get_singleton()-"
">add_singleton`` is used to register the dummy class to GDScript."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:338
msgid ""
"`servers/register_server_types.cpp <https://github.com/godotengine/godot/"
"blob/master/servers/register_server_types.cpp>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:341
msgid "Bind methods"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:343
msgid ""
"The dummy class binds singleton methods to gdscript. In most cases, the "
"dummy class methods wraps around."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:351
#, fuzzy
msgid "Binding Signals"
msgstr "Signály"
#: ../../docs/development/cpp/custom_godot_servers.rst:353
msgid ""
"It is possible to emit signals to gdscript but calling the GDScript dummy "
"object."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:420
msgid "MessageQueue"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:422
msgid ""
"In order to send commands into scenetree, MessageQueue is a thread safe "
"buffer to queue set and call methods for other threads. To queue a command, "
"obtain the target object RID and use either push_call, push_set, or "
"push_notification to execute the desired behavior. Queue will be flushed "
"whenever either ``SceneTree::idle`` or ``SceneTree::iteration`` are executed."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:431
msgid ""
"`core/message_queue.cpp <https://github.com/godotengine/godot/blob/master/"
"core/message_queue.cpp>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:434
msgid "Summing it up"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:436
msgid "Here is the GDScript sample code"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:469
msgid "Notes"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:471
msgid ""
"Actual `Hilbert Hotel <https://en.wikipedia.org/wiki/Hilbert"
"%27s_paradox_of_the_Grand_Hotel>`__ is impossible"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:473
msgid "Connecting signal example code is pretty hacky"
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -0,0 +1,345 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: cs\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:4
msgid "Style Guide"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:6
msgid ""
"Having well-defined and consistent coding conventions is important for every "
"project, and Godot is no exception to this rule."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:9
msgid ""
"This page contains a coding style guide which is followed by developers and "
"contributors of Godot itself. As such, it is mainly intended for those who "
"want to contribute to the project, but since the conventions and guidelines "
"mentioned in this article are those most widely adopted by the users of the "
"language, we encourage you to do the same, especially if you do not have "
"such a guide yet."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:14
msgid ""
"This article is by no means an exhaustive guide on how to follow the "
"standard coding conventions or best practices. If you feel unsure of an "
"aspect which is not covered here, please refer to more comprehensive "
"documentation, such as `C# Coding Conventions <https://docs.microsoft.com/en-"
"us/dotnet/csharp/programming-guide/inside-a-program/coding-conventions>`_ or "
"`Framework Design Guidelines <https://docs.microsoft.com/en-us/dotnet/"
"standard/design-guidelines/naming-guidelines>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:21
msgid "Language Specification"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:23
msgid ""
"Currently, Godot uses C# version 6.0 in its engine and example source code. "
"So, before we move to a newer version, care must be taken to avoid mixing "
"language features only available in C# 7.0 or later, such as pattern "
"matching or expression-bodied members inside get/set accessors."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:27
msgid ""
"For detailed information of C# features in different versions, please see "
"`What's New in C# <https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/"
">`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:31
msgid "Formatting Conventions"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:33
msgid ""
"If you create a new file, make sure that it uses linefeed (*LF*) characters "
"to break lines, not *CRLF* or *CR*."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:34
msgid ""
"Use UTF-8 encoding without a byte order mark (BOM <https://en.wikipedia.org/"
"wiki/Byte_order_mark>)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:35
msgid ""
"Use 4 spaces instead of tabs for indentation (which is referred to as 'soft "
"tabs')."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:38
msgid "Line Breaks and Blank Lines"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:40
msgid ""
"For a general indentation rule, follow `The 'Allman Style' <https://en."
"wikipedia.org/wiki/Indentation_style#Allman_style>`_ which recommends "
"placing the brace associated with a control statement on the next line, "
"indented to the same level:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:57
msgid "However, you may choose to omit line breaks inside brackets,"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:59
msgid "For simple property accessors."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:60
msgid "For simple object, array, or collection initializers."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:61
msgid "For abstract auto property, indexer, or event declarations."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:83
msgid "Insert a blank line,"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:85
msgid "After *using* statement list."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:86
msgid "Between method, properties, and inner type declarations."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:88
msgid ""
"Field and constant declarations can be grouped together according to "
"relevance. In that case, consider inserting a blank line between the groups "
"for easier reading."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:91
msgid "Avoid inserting a blank line,"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:93
msgid "After an opening bracket ('{')."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:94
msgid "Before a closing bracket ('}')."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:95
msgid "After a comment block, or a single line comment."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:96
msgid "Adjacent to another blank line."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:133
msgid ""
"Consider breaking a line when it's longer than 100 characters. And it's also "
"a good practice to insert a line feed (LF) character at the end of a file "
"because some utilities have trouble recognizing the last line without it (i."
"e. Linux's *cat* command)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:138
msgid "Using Spaces"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:140
msgid "Insert a space,"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:142
msgid "Around a binary and tertiary operator."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:143
msgid ""
"Between an opening parenthesis and *if*, *for*, *foreach*, *catch*, *while*, "
"*lock* or *using* keywords."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:144
msgid "Before and within a single line accessor block."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:145
msgid "Between accessors in a single line accessor block."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:146
msgid "After a comma."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:147
msgid "After a semi-colon in a *for* statement."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:148
msgid "After a colon in a single line *case* statement."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:149
msgid "Around a colon in a type declaration."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:150
msgid "Around a lambda arrow."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:151
msgid ""
"After a single line comment symbol ('//'), and before it if used at the end "
"of a line."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:153
msgid "Do not use a space,"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:155
msgid "After a type cast parentheses."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:156
msgid "Within single line initializer braces."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:158
msgid ""
"The following example shows a proper use of spaces, according to some of the "
"the above mentioned conventions:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:193
msgid "Naming Conventions"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:195
msgid ""
"Use *PascalCase* for all namespaces, type names and member level identifiers "
"(i.e. methods, properties, constants, events), except for private fields:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:216
msgid ""
"Use *camelCase* for all other identifiers (i.e. local variables, method "
"arguments), and use underscore('_') as a prefix for private fields (but not "
"for methods or properties, as explained above):"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:230
msgid ""
"There's an exception with acronyms which consist of two letters like *'UI'* "
"which should be written in upper case letters when used where Pascal case "
"would be expected, and in lower case letters otherwise."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:233
msgid ""
"Note that *'id'* is **not** an acronym, so it should be treated as a normal "
"identifier:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:244
msgid ""
"It is generally discouraged to use a type name as a prefix of an identifier "
"like *'string strText'* or *'float fPower'*, for example. However, there's "
"an exception about interfaces, in which case they **should** be named using "
"an upper case *'I'* as a prefix, like *'IInventoryHolder'* or "
"*'IDamageable'*."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:248
msgid ""
"Lastly, consider choosing descriptive names and do not try to shorten them "
"too much if it affects readability."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:251
msgid ""
"For instance, if you want to write a code to find a nearby enemy and hit "
"with an weapon, prefer"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:257
msgid "Rather than,"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:264
msgid "Implicitly Typed Local Variables"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:266
msgid ""
"Consider using implicitly typing (*'var'*) for declaration of a local "
"variable, but do so **only when the type is evident** from the right side of "
"the assignment:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:296
msgid "Other Considerations"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:298
msgid "Use explicit access modifiers."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:299
msgid "Use properties instead of non-private fields."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:300
msgid ""
"Use modifiers in this order: *'public/protected/private/internal virtual/"
"override/abstract/new static readonly'*."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:301
msgid ""
"Avoid using fully qualified names or *'this.'* prefix for members when it's "
"not necessary."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:302
msgid "Remove unused *'using'* statements and unnecessary parentheses."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:303
msgid "Consider omitting default initial value for a type."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:304
msgid ""
"Consider using null-conditional operators or type initializers to make the "
"code more compact."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:305
msgid ""
"Use safe cast when there is a possibility of the value being a different "
"type, and use direct cast otherwise."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -147,11 +147,11 @@ msgid ""
"different arguments, for example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:106
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:107
msgid "Pointers & referencing:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:108
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:109
msgid ""
"In static languages such as C or C++ (and to some extent Java and C#), there "
"is a distinction between a variable and a pointer/reference to a variable. "
@@ -159,7 +159,7 @@ msgid ""
"reference to the original one."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:113
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:114
msgid ""
"In C# or Java, everything not a built-in type (int, float, sometimes String) "
"is always a pointer or a reference. References are also garbage-collected "
@@ -167,19 +167,19 @@ msgid ""
"typed languages tend to use this memory model too. Some Examples:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:119
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:120
msgid "C++:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:135
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:136
msgid "Java:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:153
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:154
msgid "GDScript:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:165
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:166
msgid ""
"In GDScript, only base types (int, float, string and the vector types) are "
"passed by value to functions (value is copied). Everything else (instances, "
@@ -189,36 +189,36 @@ msgid ""
"from :ref:`class_Object`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:173
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:174
msgid "Arrays"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:175
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:176
msgid ""
"Arrays in dynamically typed languages can contain many different mixed "
"datatypes inside and are always dynamic (can be resized at any time). "
"Compare for example arrays in statically typed languages:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:202
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:203
msgid "And in GDScript:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:211
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:212
msgid ""
"In dynamically typed languages, arrays can also double as other datatypes, "
"such as lists:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:221
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:222
msgid "Or unordered sets:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:230
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:231
msgid "Dictionaries"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:232
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:233
msgid ""
"Dictionaries are a very powerful tool in dynamically typed languages. Most "
"programmers that come from statically typed languages (such as C++ or C#) "
@@ -227,7 +227,7 @@ msgid ""
"form)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:238
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:239
msgid ""
"Dictionaries can map any value to any other value with complete disregard "
"for the datatype used as either key or value. Contrary to popular belief, "
@@ -236,17 +236,17 @@ msgid ""
"implementing arrays as dictionaries."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:244
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:245
msgid "Example of Dictionary:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:251
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:252
msgid ""
"Dictionaries are also dynamic, keys can be added or removed at any point at "
"little cost:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:260
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:261
msgid ""
"In most cases, two-dimensional arrays can often be implemented more easily "
"with dictionaries. Here's a simple battleship game example:"
@@ -294,27 +294,27 @@ msgstr ""
msgid "Translate to:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:390
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:393
msgid "And backwards looping is done through a negative counter:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:396
msgid "becomes"
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:399
msgid "Becomes:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:403
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:407
msgid "While"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:405
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:409
msgid "while() loops are the same everywhere:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:416
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:420
msgid "Custom iterators"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:417
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:421
msgid ""
"You can create custom iterators in case the default ones don't quite meet "
"your needs by overriding the Variant class's ``_iter_init``, ``_iter_next``, "
@@ -322,21 +322,21 @@ msgid ""
"forward iterator follows:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:449
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:453
msgid "And it can be used like any other iterator:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:457
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:461
msgid ""
"Make sure to reset the state of the iterator in ``_iter_init``, otherwise "
"nested for-loops that use custom iterators will not work as expected."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:461
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:465
msgid "Duck typing"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:463
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:467
msgid ""
"One of the most difficult concepts to grasp when moving from a statically "
"typed language to a dynamic one is duck typing. Duck typing makes overall "
@@ -344,14 +344,14 @@ msgid ""
"how it works."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:468
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:472
msgid ""
"As an example, imagine a situation where a big rock is falling down a "
"tunnel, smashing everything on its way. The code for the rock, in a "
"statically typed language would be something like:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:479
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:483
msgid ""
"This way, everything that can be smashed by a rock would have to inherit "
"Smashable. If a character, enemy, piece of furniture, small rock were all "
@@ -362,14 +362,14 @@ msgid ""
"them can be smashed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:487
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:491
msgid ""
"With dynamically typed languages, this is not a problem. Duck typing makes "
"sure you only have to define a ``smash()`` function where required and "
"that's it. No need to consider inheritance, base classes, etc."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:496
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:500
msgid ""
"And that's it. If the object that hit the big rock has a smash() method, it "
"will be called. No need for inheritance or polymorphism. Dynamically typed "
@@ -378,26 +378,26 @@ msgid ""
"make this clearer:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:502
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:506
msgid ""
"*\"When I see a bird that walks like a duck and swims like a duck and quacks "
"like a duck, I call that bird a duck\"*"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:505
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:509
msgid "In this case, it translates to:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:507
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:511
msgid ""
"*\"If the object can be smashed, don't care what it is, just smash it.\"*"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:509
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:513
msgid "Yes, we should call it Hulk typing instead."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:511
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:515
msgid ""
"It's possible that the object being hit doesn't have a smash() function. "
"Some dynamically typed languages simply ignore a method call when it doesn't "
@@ -405,7 +405,7 @@ msgid ""
"function exists is desirable:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:522
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:526
msgid ""
"Then, simply define that method and anything the rock touches can be smashed."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -47,17 +47,17 @@ msgid "Usage in GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:22
msgid "Examine this concrete GDScript example::"
msgid "Examine this concrete GDScript example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:33
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:35
msgid ""
"Placeholders always start with a ``%``, but the next character or "
"characters, the *format specifier*, determines how the given value is "
"converted to a string."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:37
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:39
msgid ""
"The ``%s`` seen in the example above is the simplest placeholder and works "
"for most use cases: it converts the value by the same method by which an "
@@ -67,7 +67,7 @@ msgid ""
"data in a human-readable string."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:44
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:46
msgid ""
"There is also another way to format text in GDScript, namely the ``String."
"format()`` method. It replaces all occurrences of a key in the string with "
@@ -75,44 +75,44 @@ msgid ""
"the key/value pairs."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:48
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:50
msgid ""
"Arrays can be used as key, index, or mixed style (see below examples). Order "
"only matters when the index or mixed style of Array is used."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:51
msgid "A quick example in GDScript::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:53
msgid "A quick example in GDScript:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:62
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:66
msgid ""
"There are other `format specifiers`_, but they are only applicable when "
"using the ``%`` operator."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:67
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:71
msgid "Multiple placeholders"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:69
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:73
msgid ""
"Format strings may contain multiple placeholders. In such a case, the values "
"are handed in the form of an array, one value per placeholder (unless using "
"a format specifier with ``*``, see `dynamic padding`_)::"
"a format specifier with ``*``, see `dynamic padding`_):"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:79
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:85
msgid ""
"Note the values are inserted in order. Remember all placeholders must be "
"replaced at once, so there must be an appropriate number of values."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:84
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:90
msgid "Format specifiers"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:86
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:92
msgid ""
"There are format specifiers other than ``s`` that can be used in "
"placeholders. They consist of one or more characters. Some of them work by "
@@ -120,163 +120,163 @@ msgid ""
"with certain values or characters."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:93
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:99
msgid "Placeholder types"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:95
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:101
msgid ""
"One and only one of these must always appear as the last character in a "
"format specifier. Apart from ``s``, these require certain types of "
"parameters."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:99
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:105
msgid "``s``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:99
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:105
msgid ""
"**Simple** conversion to String by the same method as implicit String "
"conversion."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:102
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:108
msgid "``c``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:102
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:108
msgid ""
"A single **Unicode character**. Expects an unsigned 8-bit integer (0-255) "
"for a code point or a single-character string."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:105
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:111
msgid "``d``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:105
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:111
msgid ""
"A **decimal integral** number. Expects an integral or real number (will be "
"floored)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:108
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:114
msgid "``o``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:108
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:114
msgid ""
"An **octal integral** number. Expects an integral or real number (will be "
"floored)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:111
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:117
msgid "``x``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:111
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:117
msgid ""
"A **hexadecimal integral** number with **lower-case** letters. Expects an "
"integral or real number (will be floored)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:114
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:120
msgid "``X``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:114
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:120
msgid ""
"A **hexadecimal integral** number with **upper-case** letters. Expects an "
"integral or real number (will be floored)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:117
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:123
msgid "``f``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:117
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:123
msgid "A **decimal real** number. Expects an integral or real number."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:122
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:128
msgid "Placeholder modifiers"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:124
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:130
msgid ""
"These characters appear before the above. Some of them work only under "
"certain conditions."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:128
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:134
msgid "``+``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:128
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:134
msgid "In number specifiers, **show + sign** if positive."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:130
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:136
msgid "Integer"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:130
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:136
msgid ""
"Set **padding**. Padded with spaces or with zeroes if integer starts with "
"``0`` in an integer placeholder. When used after ``.``, see ``.``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:134
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:140
msgid "``.``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:134
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:140
msgid ""
"Before ``f``, set **precision** to 0 decimal places. Can be followed up with "
"numbers to change. Padded with zeroes."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:137
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:143
msgid "``-``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:137
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:143
msgid "**Pad to the right** rather than the left."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:139
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:145
msgid "``*``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:139
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:145
msgid ""
"**Dynamic padding**, expect additional integral parameter to set padding or "
"precision after ``.``, see `dynamic padding`_."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:145
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:151
msgid "Padding"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:147
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:153
msgid ""
"The ``.`` (*dot*), ``*`` (*asterisk*), ``-`` (*minus sign*) and digit (``0``-"
"``9``) characters are used for padding. This allows printing several values "
"aligned vertically as if in a column, provided a fixed-width font is used."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:152
msgid "To pad a string to a minimum length, add an integer to the specifier::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:158
msgid "To pad a string to a minimum length, add an integer to the specifier:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:158
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:166
msgid ""
"If the integer starts with ``0``, integral values are padded with zeroes "
"instead of white space::"
"instead of white space:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:164
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:174
msgid ""
"Precision can be specified for real numbers by adding a ``.`` (*dot*) with "
"an integer following it. With no integer after ``.``, a precision of 0 is "
@@ -284,185 +284,184 @@ msgid ""
"before the dot."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:176
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:186
msgid ""
"The ``-`` character will cause padding to the right rather than the left, "
"useful for right text alignment::"
"useful for right text alignment:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:185
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:197
msgid "Dynamic padding"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:187
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:199
msgid ""
"By using the ``*`` (*asterisk*) character, the padding or precision can be "
"set without modifying the format string. It is used in place of an integer "
"in the format specifier. The values for padding and precision are then "
"passed when formatting::"
"passed when formatting:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:198
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:212
msgid ""
"It is still possible to pad with zeroes in integer placeholders by adding "
"``0`` before ``*``::"
"``0`` before ``*``:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:206
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:222
msgid "Escape sequence"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:208
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:224
msgid ""
"To insert a literal ``%`` character into a format string, it must be escaped "
"to avoid reading it as a placeholder. This is done by doubling the "
"character::"
"to avoid reading it as a placeholder. This is done by doubling the character:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:217
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:235
msgid "Format method examples"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:219
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:237
msgid ""
"The following are some examples of how to use the various invocations of the "
"``String.format`` method."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:224
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:242
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:262
msgid "**Type**"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:224
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:242
msgid "**Style**"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:224
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:257
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:242
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:262
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:275
msgid "**Example**"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:224
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:257
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:242
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:262
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:275
msgid "**Result**"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:226
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:228
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:230
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248
msgid "Dictionary"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:226
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:232
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250
msgid "key"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:226
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244
msgid ""
"\"Hi, {name} v{version}!\".format({\"name\":\"Godette\", \"version\":"
"\"3.0\"})"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:226
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:228
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:230
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:232
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:234
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:236
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:252
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:254
msgid "Hi, Godette v3.0!"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:228
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:234
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:252
msgid "index"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:228
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246
msgid "\"Hi, {0} v{1}!\".format({\"0\":\"Godette\", \"1\":\"3.0\"})"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:230
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:236
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:254
msgid "mix"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:230
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248
msgid ""
"\"Hi, {0} v{version}!\".format({\"0\":\"Godette\", \"version\":\"3.0\"})"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:232
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:234
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:236
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:252
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:254
msgid "Array"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:232
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250
msgid ""
"\"Hi, {name} v{version}!\".format([[\"version\":\"3.0\"], [\"name\":\"Godette"
"\"])"
"\"]])"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:234
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:252
msgid "\"Hi, {0} v{1}!\".format([\"Godette\",\"3.0\"])"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:236
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:254
msgid "\"Hi, {name} v{0}!\".format([3.0, [\"name\":\"Godette\"]])"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:239
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:257
msgid ""
"Placeholders can also be customized when using ``String.format``, here's "
"some examples of that functionality."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:264
msgid "Infix (default)"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:264
msgid "\"Hi, {0} v{1}\".format([\"Godette\", \"3.0\"], \"{_}\")"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:264
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:266
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:268
msgid "Hi, Godette v3.0"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:266
msgid "Postfix"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:266
msgid "\"Hi, 0% v1%\".format([\"Godette\", \"3.0\"], \"_%\")"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:268
msgid "Prefix"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:268
msgid "\"Hi, %0 v%1\".format([\"Godette\", \"3.0\"], \"%_\")"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:253
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:271
msgid ""
"Combining both the ``String.format`` method and the ``%`` operator could be "
"useful as ``String.format`` does not have a way to manipulate the "
"representation of numbers."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:259
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:277
msgid ""
"\"Hi, {0} v{version}\".format({0:\"Godette\", \"version\":\"%0.2f\" % 3.114})"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:259
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:277
msgid "Hi, Godette v3.11"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -70,7 +70,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:83
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:107
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:127
msgid "**Good**"
msgid "**Good**:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:40
@@ -78,7 +78,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:93
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:114
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:137
msgid "**Bad**"
msgid "**Bad**:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:50
@@ -130,7 +130,7 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:147
msgid "**Never!**"
msgid "**NEVER**:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:156

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -129,37 +129,37 @@ msgid ""
"is to use load(), like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:91
#: ../../docs/getting_started/step_by_step/resources.rst:101
msgid ""
"The second way is more optimal, but only works with a string constant "
"parameter, because it loads the resource at compile-time."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:101
#: ../../docs/getting_started/step_by_step/resources.rst:116
msgid "Loading scenes"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:102
#: ../../docs/getting_started/step_by_step/resources.rst:117
msgid ""
"Scenes are also resources, but there is a catch. Scenes saved to disk are "
"resources of type :ref:`PackedScene <class_PackedScene>`. This means that "
"the scene is packed inside a resource."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:106
#: ../../docs/getting_started/step_by_step/resources.rst:121
msgid ""
"To obtain an instance of the scene, the method :ref:`PackedScene.instance() "
"<class_PackedScene_instance>` must be used."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:116
#: ../../docs/getting_started/step_by_step/resources.rst:142
msgid ""
"This method creates the nodes in the scene's hierarchy, configures them "
"(sets all the properties) and returns the root node of the scene, which can "
"be added to any other node."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:120
#: ../../docs/getting_started/step_by_step/resources.rst:146
msgid ""
"The approach has several advantages. As the :ref:`PackedScene.instance() "
"<class_PackedScene_instance>` function is pretty fast, adding extra content "
@@ -169,11 +169,11 @@ msgid ""
"are all shared between the scene instances."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:129
#: ../../docs/getting_started/step_by_step/resources.rst:155
msgid "Freeing resources"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:131
#: ../../docs/getting_started/step_by_step/resources.rst:157
msgid ""
"Resource extends from :ref:`Reference <class_Reference>`. As such, when a "
"resource is no longer in use, it will automatically free itself. Since, in "
@@ -181,11 +181,11 @@ msgid ""
"when a node is removed or freed, all the children resources are freed too."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:138
#: ../../docs/getting_started/step_by_step/resources.rst:164
msgid "Scripting"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:140
#: ../../docs/getting_started/step_by_step/resources.rst:166
msgid ""
"Like any object in Godot, not just nodes, resources can be scripted, too. "
"However, there isn't generally much of an advantage, as resources are just "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -107,15 +107,15 @@ msgid ""
"with:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:54
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:60
msgid "Or even simpler using the name directly:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:61
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:73
msgid "Custom scene switcher"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:63
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:75
msgid ""
"This short tutorial will explain how to make a scene switcher using "
"autoload. For simple scene switching, the :ref:`SceneTree.change_scene() "
@@ -124,13 +124,13 @@ msgid ""
"switching between scenes."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:69
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:81
msgid ""
"First download the template from here: :download:`autoload.zip <files/"
"autoload.zip>`, then open it."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:72
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:84
msgid ""
"Two scenes are present, scene_a.tscn and scene_b.tscn on an otherwise empty "
"project. Each are identical and contain a button connected to a callback for "
@@ -139,21 +139,21 @@ msgid ""
"work."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:79
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:91
msgid "global.gd"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:81
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:93
msgid ""
"First of all, create a global.gd script. The easy way to create a resource "
"from scratch is from the new resource button in the inspector tab:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:86
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:98
msgid "Save the script as `global.gd`:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:90
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:102
msgid ""
"The script should open in the script editor. The next step is to add it to "
"AutoLoad list. Select Project > Project Settings from the menu, switch to "
@@ -161,11 +161,11 @@ msgid ""
"this file:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:97
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:109
msgid "Now, whenever you run any of your scenes, the script is always loaded."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:99
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:111
msgid ""
"Returning to our script, the current scene needs to be fetched in the "
"`_ready()` function. Both the current scene and `global.gd` are children of "
@@ -173,18 +173,18 @@ msgid ""
"child of root is always the loaded scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:104
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:116
msgid ""
"Note: Make sure that global.gd extends Node, otherwise it won't be loaded!"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:117
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:146
msgid ""
"Next up is the function for changing the scene. This function frees the "
"current scene and replaces it with the requested one."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:154
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:218
msgid ""
"As mentioned in the comments above, we really want to avoid the situation of "
"having the current scene being deleted while being used (code from functions "
@@ -194,23 +194,23 @@ msgid ""
"when no code from the current scene is running."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:162
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:226
msgid ""
"Finally, all that is left is to fill the empty functions in scene_a.gd and "
"scene_b.gd:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:172
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:247
msgid "and"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:181
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:267
msgid ""
"Now if you run the project, you can switch between both scenes by pressing "
"the button!"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:184
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:270
msgid ""
"To load scenes with a progress bar, check out the next tutorial, :ref:"
"`doc_background_loading`"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -60,8 +60,8 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:27
msgid ""
"To learn how to control the interface and connect it to other scripts, read "
"`Build your first game UI in Godot <#>`__."
"To learn how to control the interface and connect it to other scripts, read :"
"ref:`Build your first game UI in Godot <doc_ui_game_user_interface>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:30
@@ -114,104 +114,103 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:53
msgid ""
"Godot ships with dozens of Control nodes. A lot of them are here to help you "
"build editor plugins and applications. To learn more about them, check the "
"guide about `Advanced UI nodes and Themes <img/#>`__."
"build editor plugins and applications."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:57
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:56
msgid ""
"For most games, you'll only need five types of UI elements, and a few "
"Containers. These five Control nodes are:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:60
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:59
msgid "Label: for displaying text"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:61
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:60
msgid ""
"TextureRect: used mostly for backgrounds, or everything that should be a "
"static image"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:63
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:62
msgid ""
"TextureProgress: for lifebars, loading bars, horizontal, vertical or radial"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:65
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:64
msgid "NinePatchRect: for scalable panels"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:66
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:65
msgid "TextureButton: to create buttons"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:70
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:69
msgid "The 5 most common Control nodes for UI design"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:73
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:72
msgid "TextureRect"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:75
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:74
msgid ""
"**TextureRect** displays a texture or image inside a UI. It seems similar to "
"the Sprite node but it offers multiple scaling modes. Set the Stretch Mode "
"property to change its behaviour:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:79
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:78
msgid ""
"``Scale On Expand (compat)`` scales the texture to fit the nodes bounding "
"rectangle, only if ``expand`` property is ``true``; otherwise, it behaves "
"like ``Keep`` mode. Default mode for backwards compatibility."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:80
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:79
msgid "``Scale`` scales the texture to fit the nodes bounding rectangle"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:81
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:80
msgid "``Tile`` makes the texture repeat, but it won't scale"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:82
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:81
msgid ""
"``Keep`` and ``Keep Centered`` force the texture to remain at its original "
"size, in the top left corner or the center of the frame respectively"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:85
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:84
msgid ""
"``Keep Aspect`` and ``Keep Aspect Centered`` scales the texture but force it "
"to remain its original aspect ratio, in the top left corner or the center of "
"the frame respectively"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:86
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:85
msgid ""
"``Keep Aspect Covered`` works just like ``Keep Aspect Centered`` but the "
"shorter side fits the bounding rectangle and the other one clips to the "
"nodes limits"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:88
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:87
msgid ""
"As with Sprite nodes, you can modulate the TextureRect's colour. Click the "
"``Modulate`` property and use the color picker."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:93
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:92
msgid "TextureRect modulated with a red color"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:96
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:95
msgid "TextureButton"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:98
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:97
msgid ""
"**TextureButton** is like TextureRect, except it has 5 texture slots: one "
"for each of the button's states. Most of the time, you'll use the Normal, "
@@ -220,7 +219,7 @@ msgid ""
"the clickable area using a 2-bit, pure black and white image."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:105
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:104
msgid ""
"In the Base Button section, you'll find a few checkboxes that change how the "
"button behaves. When ``Toggle Mode`` is on, the button will toggle between "
@@ -231,22 +230,22 @@ msgid ""
"modes to change its scale behavior."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:115
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:114
msgid "TextureButton and its 5 texture slots"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:118
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:117
msgid "TextureProgress"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:120
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:119
msgid ""
"**TextureProgress** layers up to 3 sprites to create a progress bar. The "
"Under and Over textures sandwich the Progress one, which displays the bar's "
"value."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:124
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:123
msgid ""
"The ``Mode`` property controls the direction in which the bar grows: "
"horizontally, vertically, or radially. If you set it to radial, the "
@@ -254,7 +253,7 @@ msgid ""
"the gauge."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:129
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:128
msgid ""
"To animate the bar, you'll want to look at the Range section. Set the "
"``Min`` and ``Max`` properties to define the range of the gauge. For "
@@ -265,15 +264,15 @@ msgid ""
"40% of the ``Progress`` texture will show up, and 60% of it will stay hidden."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:139
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:138
msgid "TextureProgress bar, two thirds filled"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:142
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:141
msgid "Label"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:144
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:143
msgid ""
"**Label** prints text to the screen. You'll find all its properties in the "
"Label section, in the Inspector. Write the text in the ``Text`` property, "
@@ -282,15 +281,15 @@ msgid ""
"horizontally and vertically with Align and Valign respectively."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:153
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:152
msgid "Picture of a Label"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:156
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:155
msgid "NinePatchRect"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:158
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:157
msgid ""
"**NinePatchRect** takes a texture split in 3 rows and 3 columns. The center "
"and the sides tile when you scale the texture, but it never scales the "
@@ -298,32 +297,32 @@ msgid ""
"backgrounds for your UI."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:165
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:164
msgid "NinePatchRect scaled with the min\\_size property"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:168
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:167
msgid "There are two workflows to build responsive UIs"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:170
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:169
msgid ""
"There are two workflows to build scalable and flexible interfaces in Godot:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:172
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:171
msgid ""
"You have many container nodes at your disposal that scale and place UI "
"elements for you. They take control over their children."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:173
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:172
msgid ""
"On the other side, you have the layout menu. It helps you to anchor, place "
"and resize a UI element within its parent."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:175
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:174
msgid ""
"The two approaches are not always compatible. Because a container controls "
"its children, you cannot use the layout menu on them. Each container has a "
@@ -334,17 +333,17 @@ msgid ""
"grid, etc."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:177
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:176
msgid ""
"As you create UIs for your games and tools, you'll develop a sense for what "
"fits best in each situation."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:181
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:180
msgid "Place UI elements precisely with anchors"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:183
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:182
msgid ""
"Control nodes have a position and size, but they also have anchors and "
"margins. Anchors define the origin, or the reference point, for the Left, "
@@ -352,15 +351,15 @@ msgid ""
"change the reference point of the margins."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:190
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:189
msgid "The anchor property"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:193
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:192
msgid "How to change the anchor"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:195
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:194
msgid ""
"Like any properties, you can edit the 4 anchor points in the Inspector, but "
"this is not the most convenient way. When you select a control node, the "
@@ -370,15 +369,15 @@ msgid ""
"a control node."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:204
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:203
msgid "The layout menu in the viewport"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:207
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:206
msgid "Anchors are relative to the parent container"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:209
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:208
msgid ""
"Each anchor is a value between 0 and 1. For the left and top anchors, a "
"value of 0 means that without any margin, the node's edges will align with "
@@ -389,17 +388,17 @@ msgid ""
"size."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:219
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:218
msgid ""
"Margins are relative to the anchor position, which is relative to the "
"anchors. In practice, you'll often let the container update margins for you"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:224
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:223
msgid "Margins change with the anchor"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:226
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:225
msgid ""
"Margins update automatically when you move or resize a control node. They "
"represent the distance from the control node's edges to its anchor, which is "
@@ -409,11 +408,11 @@ msgid ""
"Rectangle, set in the Rect section, in the inspector."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:236
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:235
msgid "Margins on a CenterContainer set to the \"Full Rect\" anchor"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:238
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:237
msgid ""
"Try to change the anchors or nest your Control nodes inside Containers: the "
"margins will update. You'll rarely need to edit the margins manually. Always "
@@ -423,11 +422,11 @@ msgid ""
"menu? Use the VBoxContainer. More on these below."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:247
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:246
msgid "Use size tags to change how UI elements fill the available space"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:249
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:248
msgid ""
"Every control node has Size Flags. They tell containers how the UI elements "
"should scale. If you add the \"Fill\" flag to the Horizontal or Vertical "
@@ -438,33 +437,33 @@ msgid ""
"over the node and resize it automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:259
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:258
msgid "3 UI elements in an HBoxContainer, they align horizontally"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:261
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:260
msgid ""
"The \"Expand\" flag lets the UI element take all the space it can, and push "
"against its siblings. Its bounding rectangle will grow against the edges of "
"its parent, or until it's blocked by another UI node."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:267
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:266
msgid ""
"The same example as above, but the center node has the \"Expand\" size flag"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:270
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:269
msgid ""
"You'll need some practice to understand the size tags, as their effect can "
"change quite a bit depending on how you set up your interface."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:274
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:273
msgid "Arrange control nodes automatically with containers"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:276
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:275
msgid ""
"Containers automatically arrange all children Control nodes including other "
"containers in rows, columns, and more. Use them to add padding around your "
@@ -472,41 +471,41 @@ msgid ""
"containers update in the editor so you can see the effect instantly."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:282
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:281
msgid ""
"Containers have a few special properties to control how they arrange UI "
"elements. To change them, navigate down to the Custom Constants section in "
"the Inspector."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:287
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:286
msgid "The 5 most useful containers"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:289
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:288
msgid ""
"If you build tools, you might need all of the containers. But for most "
"games, a handful will be enough:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:292
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:291
msgid "MarginContainer, to add margins around part of the UI"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:293
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:292
msgid "CenterContainer, to center its children in its bounding box"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:294
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:293
msgid ""
"VboxContainer and HboxContainer, to arrange UI elements in rows or columns"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:296
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:295
msgid "GridContainer, to arrange Controls nodes in a grid-like pattern"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:298
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:297
msgid ""
"CenterContainer centers all its children inside of its bounding rectangle. "
"It's one you typically use for title screens, if you want the options to "
@@ -515,12 +514,12 @@ msgid ""
"instead, they'll stack up."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:306
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:305
msgid ""
"CenterContainer in action. The life bar centers inside its parent container."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:309
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:308
msgid ""
"The MarginContainer adds a margin on any side of the child nodes. Add a "
"MarginContainer that encompasses the entire viewport to add a separation "
@@ -530,11 +529,11 @@ msgid ""
"automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:318
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:317
msgid "The MarginContainer adds a 40px margin around the Game User Interface"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:320
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:319
msgid ""
"There are two BoxContainers: VBoxContainer and HBoxContainer. You cannot add "
"the BoxContainer node itself, as it is a helper class, but you can use "
@@ -544,11 +543,11 @@ msgid ""
"content."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:329
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:328
msgid "The HBoxContainer horizontally aligns UI elements"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:331
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:330
msgid ""
"VBoxContainer automatically arranges its children into a column. It puts "
"them one after the other. If you use the separation parameter, it will leave "
@@ -558,7 +557,7 @@ msgid ""
"from a script."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:338
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:337
msgid ""
"The GridContainer lets you arrange UI elements in a grid-like pattern. You "
"can only control the number of columns it has, and it will set the number of "
@@ -570,13 +569,13 @@ msgid ""
"respectively."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:349
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:348
msgid "A GridContainer with 2 columns. It sizes each column automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:351
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:350
msgid ""
"Godot's UI system is complex, and has a lot more to offer. To learn how to "
"design more advanced interface, read `Design advanced UI with other Control "
"nodes <img/#>`__."
"design more advanced interface, head to the :ref:`GUI section <toc-learn-"
"features-gui>` of the docs."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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