From 752132f983617b83768a0dc9b387499da9208634 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 20 Jan 2020 15:39:00 +0100 Subject: [PATCH] Sync Sphinx templates with current docs --- docs | 2 +- sphinx/templates/about/docs_changelog.pot | 542 +++++++-------- sphinx/templates/about/faq.pot | 218 +++--- sphinx/templates/about/index.pot | 2 +- sphinx/templates/about/introduction.pot | 2 +- sphinx/templates/community/channels.pot | 2 +- .../contributing/bug_triage_guidelines.pot | 2 +- .../contributing/code_style_guidelines.pot | 2 +- .../contributing/docs_writing_guidelines.pot | 196 ++++-- .../contributing/documentation_guidelines.pot | 2 +- .../community/contributing/index.pot | 2 +- .../community/contributing/pr_workflow.pot | 4 +- .../updating_the_class_reference.pot | 2 +- .../contributing/ways_to_contribute.pot | 2 +- sphinx/templates/community/tutorials.pot | 2 +- .../compiling/compiling_for_android.pot | 2 +- .../compiling/compiling_for_ios.pot | 2 +- .../compiling/compiling_for_osx.pot | 2 +- .../compiling/compiling_for_uwp.pot | 2 +- .../compiling/compiling_for_web.pot | 2 +- .../compiling/compiling_for_windows.pot | 2 +- .../compiling/compiling_for_x11.pot | 2 +- .../compiling/compiling_with_mono.pot | 2 +- .../compiling_with_script_encryption_key.pot | 2 +- .../cross-compiling_for_ios_on_linux.pot | 2 +- .../development/compiling/getting_source.pot | 2 +- .../templates/development/compiling/index.pot | 2 +- .../introduction_to_the_buildsystem.pot | 2 +- .../compiling/optimizing_for_size.pot | 2 +- .../cpp/binding_to_external_libraries.pot | 2 +- .../development/cpp/configuring_an_ide.pot | 238 ++++--- .../templates/development/cpp/core_types.pot | 2 +- .../development/cpp/custom_audiostreams.pot | 2 +- .../development/cpp/custom_godot_servers.pot | 2 +- .../development/cpp/custom_modules_in_cpp.pot | 2 +- .../cpp/custom_resource_format_loaders.pot | 2 +- sphinx/templates/development/cpp/index.pot | 2 +- 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570 ++++++++-------- .../scripting/gdscript/gdscript_exports.pot | 2 +- .../gdscript/gdscript_format_string.pot | 2 +- .../gdscript/gdscript_styleguide.pot | 434 ++++++++---- .../scripting/gdscript/index.pot | 2 +- .../scripting/gdscript/static_typing.pot | 2 +- .../getting_started/scripting/index.pot | 2 +- .../visual_script/getting_started.pot | 2 +- .../scripting/visual_script/index.pot | 2 +- .../visual_script/nodes_purposes.pot | 2 +- .../what_is_visual_scripting.pot | 2 +- .../step_by_step/animations.pot | 2 +- .../step_by_step/exporting.pot | 116 ++-- .../step_by_step/filesystem.pot | 2 +- .../step_by_step/godot_design_philosophy.pot | 2 +- .../getting_started/step_by_step/index.pot | 2 +- .../step_by_step/instancing.pot | 2 +- .../step_by_step/instancing_continued.pot | 2 +- .../intro_to_the_editor_interface.pot | 196 ++---- .../step_by_step/resources.pot | 2 +- .../step_by_step/scene_tree.pot | 2 +- .../step_by_step/scenes_and_nodes.pot | 82 +-- .../step_by_step/scripting.pot | 2 +- .../step_by_step/scripting_continued.pot | 2 +- .../getting_started/step_by_step/signals.pot | 2 +- .../step_by_step/singletons_autoload.pot | 2 +- .../step_by_step/splash_screen.pot | 2 +- .../step_by_step/ui_code_a_life_bar.pot | 2 +- .../step_by_step/ui_game_user_interface.pot | 2 +- .../ui_introduction_to_the_ui_system.pot | 2 +- .../step_by_step/ui_main_menu.pot | 2 +- .../step_by_step/your_first_game.pot | 352 +++++----- .../assets/escn_exporter/animation.pot | 2 +- .../workflow/assets/escn_exporter/index.pot | 2 +- .../workflow/assets/escn_exporter/lights.pot | 2 +- .../assets/escn_exporter/material.pot | 2 +- .../workflow/assets/escn_exporter/mesh.pot | 2 +- .../workflow/assets/escn_exporter/physics.pot | 2 +- .../assets/escn_exporter/skeleton.pot | 2 +- .../workflow/assets/import_process.pot | 2 +- .../assets/importing_audio_samples.pot | 2 +- .../workflow/assets/importing_images.pot | 2 +- .../workflow/assets/importing_scenes.pot | 2 +- 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.../tutorials/3d/baked_lightmaps.pot | 2 +- sphinx/templates/tutorials/3d/csg_tools.pot | 2 +- .../3d/environment_and_post_processing.pot | 2 +- .../tutorials/3d/fps_tutorial/index.pot | 2 +- .../tutorials/3d/fps_tutorial/part_five.pot | 2 +- .../tutorials/3d/fps_tutorial/part_four.pot | 2 +- .../tutorials/3d/fps_tutorial/part_one.pot | 2 +- .../tutorials/3d/fps_tutorial/part_six.pot | 2 +- .../tutorials/3d/fps_tutorial/part_three.pot | 2 +- .../tutorials/3d/fps_tutorial/part_two.pot | 2 +- sphinx/templates/tutorials/3d/gi_probes.pot | 2 +- .../tutorials/3d/high_dynamic_range.pot | 2 +- sphinx/templates/tutorials/3d/index.pot | 2 +- .../tutorials/3d/introduction_to_3d.pot | 2 +- .../tutorials/3d/lights_and_shadows.pot | 2 +- .../tutorials/3d/reflection_probes.pot | 2 +- .../tutorials/3d/spatial_material.pot | 4 +- .../templates/tutorials/3d/using_gridmaps.pot | 2 +- .../3d/using_multi_mesh_instance.pot | 2 +- .../tutorials/3d/using_transforms.pot | 2 +- .../animating_thousands_of_fish.pot | 2 +- .../controlling_thousands_of_fish.pot | 2 +- .../tutorials/3d/vertex_animation/index.pot | 2 +- .../tutorials/animation/2d_skeletons.pot | 182 ++--- .../tutorials/animation/animation_tree.pot | 2 +- .../tutorials/animation/cutout_animation.pot | 2 +- .../templates/tutorials/animation/index.pot | 2 +- .../tutorials/animation/introduction_2d.pot | 190 +++--- sphinx/templates/tutorials/assetlib/index.pot | 2 +- .../assetlib/uploading_to_assetlib.pot | 2 +- .../tutorials/assetlib/using_assetlib.pot | 2 +- .../tutorials/assetlib/what_is_assetlib.pot | 2 +- .../templates/tutorials/audio/audio_buses.pot | 8 +- .../tutorials/audio/audio_streams.pot | 2 +- sphinx/templates/tutorials/audio/index.pot | 2 +- .../audio/recording_with_microphone.pot | 2 +- .../tutorials/audio/sync_with_audio.pot | 2 +- sphinx/templates/tutorials/content/index.pot | 2 +- .../tutorials/content/making_trees.pot | 2 +- .../content/procedural_geometry/arraymesh.pot | 2 +- .../procedural_geometry/immediategeometry.pot | 2 +- .../content/procedural_geometry/index.pot | 2 +- .../procedural_geometry/meshdatatool.pot | 2 +- .../procedural_geometry/surfacetool.pot | 2 +- sphinx/templates/tutorials/debug/index.pot | 2 +- .../debug/overview_of_debugging_tools.pot | 2 +- .../tutorials/gui/bbcode_in_richtextlabel.pot | 2 +- .../tutorials/gui/custom_gui_controls.pot | 2 +- .../tutorials/gui/gui_containers.pot | 2 +- .../templates/tutorials/gui/gui_skinning.pot | 2 +- sphinx/templates/tutorials/gui/index.pot | 2 +- .../tutorials/gui/size_and_anchors.pot | 2 +- sphinx/templates/tutorials/i18n/index.pot | 2 +- .../i18n/internationalizing_games.pot | 2 +- sphinx/templates/tutorials/i18n/locales.pot | 2 +- .../i18n/localization_using_gettext.pot | 2 +- .../tutorials/inputs/custom_mouse_cursor.pot | 2 +- sphinx/templates/tutorials/inputs/index.pot | 2 +- .../tutorials/inputs/input_examples.pot | 2 +- .../templates/tutorials/inputs/inputevent.pot | 2 +- .../inputs/mouse_and_input_coordinates.pot | 2 +- .../tutorials/io/background_loading.pot | 2 +- sphinx/templates/tutorials/io/data_paths.pot | 12 +- .../tutorials/io/encrypting_save_games.pot | 2 +- sphinx/templates/tutorials/io/index.pot | 2 +- .../templates/tutorials/io/saving_games.pot | 2 +- .../legal/complying_with_licenses.pot | 2 +- sphinx/templates/tutorials/legal/index.pot | 2 +- .../tutorials/math/beziers_and_curves.pot | 2 +- sphinx/templates/tutorials/math/index.pot | 2 +- .../tutorials/math/interpolation.pot | 2 +- .../math/matrices_and_transforms.pot | 2 +- .../templates/tutorials/math/vector_math.pot | 2 +- .../tutorials/math/vectors_advanced.pot | 2 +- .../misc/binary_serialization_api.pot | 2 +- .../tutorials/misc/change_scenes_manually.pot | 2 +- .../misc/gles2_gles3_differences.pot | 2 +- .../tutorials/misc/handling_quit_requests.pot | 2 +- sphinx/templates/tutorials/misc/index.pot | 2 +- .../misc/instancing_with_signals.pot | 2 +- .../tutorials/misc/jitter_stutter.pot | 2 +- .../tutorials/misc/pausing_games.pot | 2 +- .../misc/running_code_in_the_editor.pot | 2 +- .../networking/high_level_multiplayer.pot | 2 +- .../networking/http_client_class.pot | 2 +- .../networking/http_request_class.pot | 2 +- .../templates/tutorials/networking/index.pot | 2 +- .../tutorials/networking/ssl_certificates.pot | 2 +- .../templates/tutorials/networking/webrtc.pot | 2 +- .../tutorials/networking/websocket.pot | 2 +- .../tutorials/optimization/index.pot | 2 +- .../optimization/using_multimesh.pot | 4 +- .../tutorials/optimization/using_servers.pot | 2 +- sphinx/templates/tutorials/physics/index.pot | 2 +- .../physics/kinematic_character_2d.pot | 6 +- .../physics/physics_introduction.pot | 2 +- .../tutorials/physics/ragdoll_system.pot | 6 +- .../tutorials/physics/ray-casting.pot | 2 +- .../tutorials/physics/rigid_body.pot | 2 +- .../templates/tutorials/physics/soft_body.pot | 2 +- .../tutorials/physics/using_area_2d.pot | 2 +- .../physics/using_kinematic_body_2d.pot | 106 +-- .../platform/android_in_app_purchases.pot | 2 +- .../templates/tutorials/platform/consoles.pot | 2 +- .../platform/customizing_html5_shell.pot | 2 +- sphinx/templates/tutorials/platform/index.pot | 2 +- .../tutorials/platform/services_for_ios.pot | 2 +- .../plugins/android/android_plugin.pot | 2 +- .../tutorials/plugins/android/index.pot | 2 +- .../plugins/editor/import_plugins.pot | 2 +- .../tutorials/plugins/editor/index.pot | 2 +- .../plugins/editor/inspector_plugins.pot | 2 +- .../editor/making_main_screen_plugins.pot | 38 +- .../plugins/editor/making_plugins.pot | 60 +- .../plugins/editor/spatial_gizmos.pot | 2 +- .../plugins/editor/visual_shader_plugins.pot | 2 +- .../plugins/gdnative/gdnative-c-example.pot | 2 +- .../plugins/gdnative/gdnative-cpp-example.pot | 2 +- .../tutorials/plugins/gdnative/index.pot | 2 +- sphinx/templates/tutorials/plugins/index.pot | 2 +- .../shading/advanced_postprocessing.pot | 2 +- sphinx/templates/tutorials/shading/index.pot | 2 +- .../intro_to_shaders_water_workshop.pot | 2 +- .../migrating_to_godot_shader_language.pot | 4 +- .../shading/screen-reading_shaders.pot | 2 +- .../tutorials/shading/shader_materials.pot | 2 +- .../shading_reference/canvas_item_shader.pot | 2 +- .../shading/shading_reference/index.pot | 2 +- .../shading_reference/particle_shader.pot | 2 +- .../shading/shading_reference/shaders.pot | 2 +- .../shading_reference/shading_language.pot | 632 +++++++++--------- .../shading_reference/spatial_shader.pot | 2 +- .../tutorials/shading/visual_shaders.pot | 2 +- .../shading/your_first_shader/index.pot | 2 +- .../your_first_shader/what_are_shaders.pot | 2 +- .../your_first_canvasitem_shader.pot | 4 +- .../your_first_spatial_shader.pot | 2 +- .../your_second_spatial_shader.pot | 2 +- sphinx/templates/tutorials/threads/index.pot | 2 +- .../tutorials/threads/thread_safe_apis.pot | 2 +- .../threads/using_multiple_threads.pot | 2 +- .../viewports/custom_postprocessing.pot | 2 +- .../templates/tutorials/viewports/index.pot | 2 +- .../viewports/multiple_resolutions.pot | 2 +- .../viewports/using_viewport_as_texture.pot | 2 +- .../tutorials/viewports/viewports.pot | 2 +- sphinx/templates/tutorials/vr/index.pot | 2 +- sphinx/templates/tutorials/vr/vr_primer.pot | 2 +- .../vr/vr_starter_tutorial/index.pot | 2 +- .../vr_starter_tutorial_part_one.pot | 2 +- .../vr_starter_tutorial_part_two.pot | 2 +- 291 files changed, 2648 insertions(+), 2382 deletions(-) diff --git a/docs b/docs index 14df81739e..76da0de95b 160000 --- a/docs +++ b/docs @@ -1 +1 @@ -Subproject commit 14df81739e66f179607f57a852274e3f422f48aa +Subproject commit 76da0de95b6d1b8c18212844f02da5e95ad5cf52 diff --git a/sphinx/templates/about/docs_changelog.pot b/sphinx/templates/about/docs_changelog.pot index 795f9e7d17..0133c80141 100644 --- a/sphinx/templates/about/docs_changelog.pot +++ b/sphinx/templates/about/docs_changelog.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgid "New tutorials since version 3.1" msgstr "" #: ../../docs/about/docs_changelog.rst:17 -#: ../../docs/about/docs_changelog.rst:110 +#: ../../docs/about/docs_changelog.rst:116 msgid "Project workflow" msgstr "" @@ -42,7 +42,7 @@ msgid ":ref:`doc_android_custom_build`" msgstr "" #: ../../docs/about/docs_changelog.rst:22 -#: ../../docs/about/docs_changelog.rst:126 +#: ../../docs/about/docs_changelog.rst:132 msgid "2D" msgstr "" @@ -87,7 +87,7 @@ msgid ":ref:`doc_localization_using_gettext`" msgstr "" #: ../../docs/about/docs_changelog.rst:48 -#: ../../docs/about/docs_changelog.rst:162 +#: ../../docs/about/docs_changelog.rst:168 msgid "Shading" msgstr "" @@ -120,321 +120,325 @@ msgid ":ref:`doc_webrtc`" msgstr "" #: ../../docs/about/docs_changelog.rst:63 -#: ../../docs/about/docs_changelog.rst:182 -msgid "Plugins" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:65 -msgid ":ref:`doc_android_plugin`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:66 -msgid ":ref:`doc_inspector_plugins`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:67 -msgid ":ref:`doc_visual_shader_plugins`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:70 -#: ../../docs/about/docs_changelog.rst:193 -msgid "Multi-threading" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:72 -msgid ":ref:`doc_using_multiple_threads`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:75 -#: ../../docs/about/docs_changelog.rst:198 -msgid "Creating content" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:82 -msgid "Procedural geometry series:" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:78 -msgid ":ref:`Procedural geometry `" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:79 -msgid ":ref:`doc_arraymesh`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:80 -msgid ":ref:`doc_surfacetool`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:81 -msgid ":ref:`doc_meshdatatool`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:82 -msgid ":ref:`doc_immediategeometry`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:85 -msgid "Optimization" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:87 -msgid ":ref:`doc_using_multimesh`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:88 -msgid ":ref:`doc_using_servers`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:91 -msgid "Legal" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:93 -msgid ":ref:`doc_complying_with_licenses`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:96 -msgid "New tutorials since version 3.0" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:99 -msgid "Step by step" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:101 -msgid ":ref:`doc_signals`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:102 -msgid ":ref:`doc_exporting`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:105 -msgid "Scripting" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:107 -msgid ":ref:`doc_gdscript_static_typing`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:112 -msgid "Best Practices:" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:114 -msgid ":ref:`doc_introduction_best_practices`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:115 -msgid ":ref:`doc_what_are_godot_classes`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:116 -msgid ":ref:`doc_scene_organization`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:117 -msgid ":ref:`doc_scenes_versus_scripts`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:118 -msgid ":ref:`doc_autoloads_versus_internal_nodes`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:119 -msgid ":ref:`doc_node_alternatives`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:120 -msgid ":ref:`doc_godot_interfaces`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:121 -msgid ":ref:`doc_godot_notifications`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:122 -msgid ":ref:`doc_data_preferences`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:123 -msgid ":ref:`doc_logic_preferences`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:128 -msgid ":ref:`doc_2d_lights_and_shadows`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:129 -msgid ":ref:`doc_2d_meshes`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:132 -msgid "3D" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:134 -msgid ":ref:`doc_csg_tools`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:135 -msgid ":ref:`doc_animating_thousands_of_fish`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:136 -msgid ":ref:`doc_controlling_thousands_of_fish`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:139 -msgid "Physics" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:141 -msgid ":ref:`doc_ragdoll_system`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:142 -msgid ":ref:`doc_soft_body`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:145 -msgid "Animation" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:147 -msgid ":ref:`doc_2d_skeletons`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:148 -msgid ":ref:`doc_animation_tree`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:151 -msgid "GUI" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:153 -msgid ":ref:`doc_gui_containers`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:156 -msgid "Viewports" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:158 -msgid ":ref:`doc_viewport_as_texture`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:159 -msgid ":ref:`doc_custom_postprocessing`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:164 -msgid ":ref:`doc_intro_to_shaders_water_workshop`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:165 -msgid ":ref:`doc_migrating_to_godot_shader_language`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:166 -msgid ":ref:`doc_advanced_postprocessing`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:168 -msgid "Shading Reference:" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:170 -msgid ":ref:`doc_shaders`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:171 -msgid ":ref:`doc_shading_language`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:172 -msgid ":ref:`doc_spatial_shader`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:173 -msgid ":ref:`doc_canvas_item_shader`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:174 -msgid ":ref:`doc_particle_shader`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:177 msgid "VR" msgstr "" -#: ../../docs/about/docs_changelog.rst:179 -msgid ":ref:`doc_vr_starter_tutorial`" +#: ../../docs/about/docs_changelog.rst:65 +msgid ":ref:`doc_vr_starter_tutorial_part_one`" msgstr "" -#: ../../docs/about/docs_changelog.rst:184 -msgid ":ref:`doc_making_main_screen_plugins`" +#: ../../docs/about/docs_changelog.rst:66 +msgid ":ref:`doc_vr_starter_tutorial_part_two`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:69 +#: ../../docs/about/docs_changelog.rst:183 +msgid "Plugins" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:71 +msgid ":ref:`doc_android_plugin`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:72 +msgid ":ref:`doc_inspector_plugins`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:73 +msgid ":ref:`doc_visual_shader_plugins`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:76 +#: ../../docs/about/docs_changelog.rst:194 +msgid "Multi-threading" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:78 +msgid ":ref:`doc_using_multiple_threads`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:81 +#: ../../docs/about/docs_changelog.rst:199 +msgid "Creating content" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:88 +msgid "Procedural geometry series:" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:84 +msgid ":ref:`Procedural geometry `" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:85 +msgid ":ref:`doc_arraymesh`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:86 +msgid ":ref:`doc_surfacetool`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:87 +msgid ":ref:`doc_meshdatatool`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:88 +msgid ":ref:`doc_immediategeometry`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:91 +msgid "Optimization" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:93 +msgid ":ref:`doc_using_multimesh`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:94 +msgid ":ref:`doc_using_servers`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:97 +msgid "Legal" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:99 +msgid ":ref:`doc_complying_with_licenses`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:102 +msgid "New tutorials since version 3.0" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:105 +msgid "Step by step" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:107 +msgid ":ref:`doc_signals`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:108 +msgid ":ref:`doc_exporting`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:111 +msgid "Scripting" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:113 +msgid ":ref:`doc_gdscript_static_typing`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:118 +msgid "Best Practices:" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:120 +msgid ":ref:`doc_introduction_best_practices`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:121 +msgid ":ref:`doc_what_are_godot_classes`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:122 +msgid ":ref:`doc_scene_organization`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:123 +msgid ":ref:`doc_scenes_versus_scripts`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:124 +msgid ":ref:`doc_autoloads_versus_internal_nodes`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:125 +msgid ":ref:`doc_node_alternatives`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:126 +msgid ":ref:`doc_godot_interfaces`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:127 +msgid ":ref:`doc_godot_notifications`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:128 +msgid ":ref:`doc_data_preferences`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:129 +msgid ":ref:`doc_logic_preferences`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:134 +msgid ":ref:`doc_2d_lights_and_shadows`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:135 +msgid ":ref:`doc_2d_meshes`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:138 +msgid "3D" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:140 +msgid ":ref:`doc_csg_tools`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:141 +msgid ":ref:`doc_animating_thousands_of_fish`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:142 +msgid ":ref:`doc_controlling_thousands_of_fish`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:145 +msgid "Physics" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:147 +msgid ":ref:`doc_ragdoll_system`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:148 +msgid ":ref:`doc_soft_body`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:151 +msgid "Animation" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:153 +msgid ":ref:`doc_2d_skeletons`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:154 +msgid ":ref:`doc_animation_tree`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:157 +msgid "GUI" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:159 +msgid ":ref:`doc_gui_containers`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:162 +msgid "Viewports" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:164 +msgid ":ref:`doc_viewport_as_texture`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:165 +msgid ":ref:`doc_custom_postprocessing`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:170 +msgid ":ref:`doc_intro_to_shaders_water_workshop`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:171 +msgid ":ref:`doc_migrating_to_godot_shader_language`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:172 +msgid ":ref:`doc_advanced_postprocessing`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:174 +msgid "Shading Reference:" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:176 +msgid ":ref:`doc_shaders`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:177 +msgid ":ref:`doc_shading_language`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:178 +msgid ":ref:`doc_spatial_shader`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:179 +msgid ":ref:`doc_canvas_item_shader`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:180 +msgid ":ref:`doc_particle_shader`" msgstr "" #: ../../docs/about/docs_changelog.rst:185 +msgid ":ref:`doc_making_main_screen_plugins`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:186 msgid ":ref:`doc_spatial_gizmo_plugins`" msgstr "" -#: ../../docs/about/docs_changelog.rst:188 +#: ../../docs/about/docs_changelog.rst:189 msgid "Platform-specific" msgstr "" -#: ../../docs/about/docs_changelog.rst:190 +#: ../../docs/about/docs_changelog.rst:191 msgid ":ref:`doc_customizing_html5_shell`" msgstr "" -#: ../../docs/about/docs_changelog.rst:195 +#: ../../docs/about/docs_changelog.rst:196 msgid ":ref:`doc_thread_safe_apis`" msgstr "" -#: ../../docs/about/docs_changelog.rst:200 +#: ../../docs/about/docs_changelog.rst:201 msgid ":ref:`doc_making_trees`" msgstr "" -#: ../../docs/about/docs_changelog.rst:203 +#: ../../docs/about/docs_changelog.rst:204 msgid "Miscellaneous" msgstr "" -#: ../../docs/about/docs_changelog.rst:205 +#: ../../docs/about/docs_changelog.rst:206 msgid ":ref:`doc_jitter_stutter`" msgstr "" -#: ../../docs/about/docs_changelog.rst:206 +#: ../../docs/about/docs_changelog.rst:207 msgid ":ref:`doc_running_code_in_the_editor`" msgstr "" -#: ../../docs/about/docs_changelog.rst:207 +#: ../../docs/about/docs_changelog.rst:208 msgid ":ref:`doc_change_scenes_manually`" msgstr "" -#: ../../docs/about/docs_changelog.rst:208 +#: ../../docs/about/docs_changelog.rst:209 msgid ":ref:`doc_gles2_gles3_differences`" msgstr "" -#: ../../docs/about/docs_changelog.rst:211 +#: ../../docs/about/docs_changelog.rst:212 msgid "Compiling" msgstr "" -#: ../../docs/about/docs_changelog.rst:213 +#: ../../docs/about/docs_changelog.rst:214 msgid ":ref:`doc_optimizing_for_size`" msgstr "" -#: ../../docs/about/docs_changelog.rst:214 +#: ../../docs/about/docs_changelog.rst:215 msgid ":ref:`doc_compiling_with_script_encryption_key`" msgstr "" -#: ../../docs/about/docs_changelog.rst:217 +#: ../../docs/about/docs_changelog.rst:218 msgid "Engine development" msgstr "" -#: ../../docs/about/docs_changelog.rst:219 +#: ../../docs/about/docs_changelog.rst:220 msgid ":ref:`doc_binding_to_external_libraries`" msgstr "" diff --git a/sphinx/templates/about/faq.pot b/sphinx/templates/about/faq.pot index 872393c5c6..ea26ca29f6 100644 --- a/sphinx/templates/about/faq.pot +++ b/sphinx/templates/about/faq.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -16,421 +16,425 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/about/faq.rst:4 -msgid "Frequently asked questions" +#: ../../docs/about/faq.rst:1 +msgid "FAQ" msgstr "" #: ../../docs/about/faq.rst:7 +msgid "Frequently asked questions" +msgstr "" + +#: ../../docs/about/faq.rst:10 msgid "What can I do with Godot? How much does it cost? What are the license terms?" msgstr "" -#: ../../docs/about/faq.rst:9 +#: ../../docs/about/faq.rst:12 msgid "Godot is `Free and Open-Source Software `_ available under the `OSI-approved `_ MIT license. This means it is free as in \"free speech\" as well as in \"free beer.\"" msgstr "" -#: ../../docs/about/faq.rst:11 +#: ../../docs/about/faq.rst:14 msgid "In short:" msgstr "" -#: ../../docs/about/faq.rst:13 +#: ../../docs/about/faq.rst:16 msgid "You are free to download and use Godot for any purpose, personal, non-profit, commercial, or otherwise." msgstr "" -#: ../../docs/about/faq.rst:14 +#: ../../docs/about/faq.rst:17 msgid "You are free to modify, distribute, redistribute, and remix Godot to your heart's content, for any reason, both non-commercially and commercially." msgstr "" -#: ../../docs/about/faq.rst:16 +#: ../../docs/about/faq.rst:19 msgid "All the contents of this accompanying documentation are published under the permissive Creative Commons Attribution 3.0 (`CC-BY 3.0 `_) license, with attribution to \"Juan Linietsky, Ariel Manzur and the Godot Engine community.\"" msgstr "" -#: ../../docs/about/faq.rst:20 +#: ../../docs/about/faq.rst:23 msgid "Logos and icons are generally under the same Creative Commons license. Note that some third-party libraries included with Godot's source code may have different licenses." msgstr "" -#: ../../docs/about/faq.rst:24 +#: ../../docs/about/faq.rst:27 msgid "For full details, look at the `COPYRIGHT.txt `_ as well as the `LICENSE.txt `_ and `LOGO_LICENSE.txt `_ files in the Godot repository." msgstr "" -#: ../../docs/about/faq.rst:28 +#: ../../docs/about/faq.rst:31 msgid "Also, see `the license page on the Godot website `_." msgstr "" -#: ../../docs/about/faq.rst:31 +#: ../../docs/about/faq.rst:34 msgid "Which platforms are supported by Godot?" msgstr "" -#: ../../docs/about/faq.rst:33 +#: ../../docs/about/faq.rst:36 msgid "**For the editor:**" msgstr "" -#: ../../docs/about/faq.rst:35 +#: ../../docs/about/faq.rst:38 msgid "Windows" msgstr "" -#: ../../docs/about/faq.rst:36 -#: ../../docs/about/faq.rst:42 +#: ../../docs/about/faq.rst:39 +#: ../../docs/about/faq.rst:45 msgid "macOS" msgstr "" -#: ../../docs/about/faq.rst:37 -#: ../../docs/about/faq.rst:43 +#: ../../docs/about/faq.rst:40 +#: ../../docs/about/faq.rst:46 msgid "X11 (Linux, \\*BSD)" msgstr "" -#: ../../docs/about/faq.rst:39 +#: ../../docs/about/faq.rst:42 msgid "**For exporting your games:**" msgstr "" -#: ../../docs/about/faq.rst:41 +#: ../../docs/about/faq.rst:44 msgid "Windows (and UWP)" msgstr "" -#: ../../docs/about/faq.rst:44 +#: ../../docs/about/faq.rst:47 msgid "Android" msgstr "" -#: ../../docs/about/faq.rst:45 +#: ../../docs/about/faq.rst:48 msgid "iOS" msgstr "" -#: ../../docs/about/faq.rst:46 +#: ../../docs/about/faq.rst:49 msgid "Web" msgstr "" -#: ../../docs/about/faq.rst:48 +#: ../../docs/about/faq.rst:51 msgid "Both 32- and 64-bit binaries are supported where it makes sense, with 64 being the default." msgstr "" -#: ../../docs/about/faq.rst:51 +#: ../../docs/about/faq.rst:54 msgid "Some users also report building and using Godot successfully on ARM-based systems with Linux, like the Raspberry Pi." msgstr "" -#: ../../docs/about/faq.rst:54 +#: ../../docs/about/faq.rst:57 msgid "Additionally, there is some unofficial third-party work being done on building for some consoles. However, none of this is included in the default build scripts or export templates at this time." msgstr "" -#: ../../docs/about/faq.rst:58 +#: ../../docs/about/faq.rst:61 msgid "For more on this, see the sections on :ref:`exporting ` and :ref:`compiling Godot yourself `." msgstr "" -#: ../../docs/about/faq.rst:62 +#: ../../docs/about/faq.rst:65 msgid "Which programming languages are supported in Godot?" msgstr "" -#: ../../docs/about/faq.rst:64 +#: ../../docs/about/faq.rst:67 msgid "The officially supported languages for Godot are GDScript, Visual Scripting, C#, and C++. See the subcategories for each language in the :ref:`scripting ` section." msgstr "" -#: ../../docs/about/faq.rst:68 +#: ../../docs/about/faq.rst:71 msgid "If you are just starting out with either Godot or game development in general, GDScript is the recommended language to learn and use since it is native to Godot. While scripting languages tend to be less performant than lower-level languages in the long run, for prototyping, developing Minimum Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will provide a fast, friendly, and capable way of developing your games." msgstr "" -#: ../../docs/about/faq.rst:75 +#: ../../docs/about/faq.rst:78 msgid "Note that C# support is still relatively new, and as such, you may encounter some issues along the way. Our friendly and hard-working development community is always ready to tackle new problems as they arise, but since this is an open-source project, we recommend that you first do some due diligence yourself. Searching through discussions on `open issues `_ is a great way to start your troubleshooting." msgstr "" -#: ../../docs/about/faq.rst:82 +#: ../../docs/about/faq.rst:85 msgid "As for new languages, support is possible via third parties using the GDNative / NativeScript / PluginScript facilities. (See the question about plugins below.) Work is currently underway, for example, on unofficial bindings for Godot to `Python `_ and `Nim `_." msgstr "" -#: ../../docs/about/faq.rst:88 +#: ../../docs/about/faq.rst:91 msgid "What is GDScript and why should I use it?" msgstr "" -#: ../../docs/about/faq.rst:90 +#: ../../docs/about/faq.rst:93 msgid "GDScript is Godot's integrated scripting language. It was built from the ground up to maximize Godot's potential in the least amount of code, affording both novice and expert developers alike to capitalize on Godot's strengths as fast as possible. If you've ever written anything in a language like Python before then you'll feel right at home. For examples, history, and a complete overview of the power GDScript offers you, check out the :ref:`GDScript scripting guide `." msgstr "" -#: ../../docs/about/faq.rst:97 +#: ../../docs/about/faq.rst:100 msgid "There are several reasons to use GDScript--especially when you are prototyping, in alpha/beta stages of your project, or are not creating the next AAA title--but the most salient reason is the overall **reduction of complexity.**" msgstr "" -#: ../../docs/about/faq.rst:101 +#: ../../docs/about/faq.rst:104 msgid "The original intent of creating a tightly integrated, custom scripting language for Godot was two-fold: first, it reduces the amount of time necessary to get up and running with Godot, giving developers a rapid way of exposing themselves to the engine with a focus on productivity; second, it reduces the overall burden of maintenance, attenuates the dimensionality of issues, and allows the developers of the engine to focus on squashing bugs and improving features related to the engine core--rather than spending a lot of time trying to get a small set of incremental features working across a large set of languages." msgstr "" -#: ../../docs/about/faq.rst:109 +#: ../../docs/about/faq.rst:112 msgid "Since Godot is an open-source project, it was imperative from the start to prioritize a more integrated and seamless experience over attracting additional users by supporting more familiar programming languages--especially when supporting those more familiar languages would result in a worse experience. We understand if you would rather use another language in Godot (see the list of supported options above). That being said, if you haven't given GDScript a try, try it for **three days**. Just like Godot, once you see how powerful it is and rapid your development becomes, we think GDScript will grow on you." msgstr "" -#: ../../docs/about/faq.rst:118 +#: ../../docs/about/faq.rst:121 msgid "More information about getting comfortable with GDScript or dynamically typed languages can be found in the :ref:`doc_gdscript_more_efficiently` tutorial." msgstr "" -#: ../../docs/about/faq.rst:122 +#: ../../docs/about/faq.rst:125 msgid "What were the motivations behind creating GDScript?" msgstr "" -#: ../../docs/about/faq.rst:124 +#: ../../docs/about/faq.rst:127 msgid "The main reasons for creating a custom scripting language for Godot were:" msgstr "" -#: ../../docs/about/faq.rst:126 +#: ../../docs/about/faq.rst:129 msgid "Poor thread support in most script VMs, and Godot uses threads (Lua, Python, Squirrel, JS, AS, etc.)." msgstr "" -#: ../../docs/about/faq.rst:128 +#: ../../docs/about/faq.rst:131 msgid "Poor class-extending support in most script VMs, and adapting to the way Godot works is highly inefficient (Lua, Python, JS)." msgstr "" -#: ../../docs/about/faq.rst:130 +#: ../../docs/about/faq.rst:133 msgid "Many existing languages have horrible interfaces for binding to C++, resulting in large amount of code, bugs, bottlenecks, and general inefficiency (Lua, Python, Squirrel, JS, etc.) We wanted to focus on a great engine, not a great amount of integrations." msgstr "" -#: ../../docs/about/faq.rst:133 +#: ../../docs/about/faq.rst:136 msgid "No native vector types (vector3, matrix4, etc.), resulting in highly reduced performance when using custom types (Lua, Python, Squirrel, JS, AS, etc.)." msgstr "" -#: ../../docs/about/faq.rst:136 +#: ../../docs/about/faq.rst:139 msgid "Garbage collector results in stalls or unnecessarily large memory usage (Lua, Python, JS, AS, etc.)." msgstr "" -#: ../../docs/about/faq.rst:138 +#: ../../docs/about/faq.rst:141 msgid "Difficulty to integrate with the code editor for providing code completion, live editing, etc. (all of them). This is well supported by GDScript." msgstr "" -#: ../../docs/about/faq.rst:142 +#: ../../docs/about/faq.rst:145 msgid "GDScript was designed to curtail the issues above and more." msgstr "" -#: ../../docs/about/faq.rst:145 +#: ../../docs/about/faq.rst:148 msgid "What type of 3D model formats does Godot support?" msgstr "" -#: ../../docs/about/faq.rst:147 +#: ../../docs/about/faq.rst:150 msgid "Godot supports Collada via the `OpenCollada `_ exporter (Maya, 3DSMax)." msgstr "" -#: ../../docs/about/faq.rst:149 +#: ../../docs/about/faq.rst:152 msgid "If you are using Blender, take a look at our own `Better Collada Exporter `_." msgstr "" -#: ../../docs/about/faq.rst:151 +#: ../../docs/about/faq.rst:154 msgid "As of Godot 3.0, glTF is supported." msgstr "" -#: ../../docs/about/faq.rst:153 +#: ../../docs/about/faq.rst:156 msgid "FBX SDK has a `restrictive license `_, that is incompatible with the `open license `_ provided by Godot. That being said, FBX support could still be provided by third parties as a plugin. (See Plugins question below.)" msgstr "" -#: ../../docs/about/faq.rst:159 +#: ../../docs/about/faq.rst:162 msgid "Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?" msgstr "" -#: ../../docs/about/faq.rst:161 +#: ../../docs/about/faq.rst:164 msgid "The aim of Godot is to create a free and open-source MIT-licensed engine that is modular and extendable. There are no plans for the core engine development community to support any third-party, closed-source/proprietary SDKs, as integrating with these would go against Godot's ethos." msgstr "" -#: ../../docs/about/faq.rst:166 +#: ../../docs/about/faq.rst:169 msgid "That said, because Godot is open-source and modular, nothing prevents you or anyone else interested in adding those libraries as a module and shipping your game with them--as either open- or closed-source." msgstr "" -#: ../../docs/about/faq.rst:170 +#: ../../docs/about/faq.rst:173 msgid "To see how support for your SDK of choice could still be provided, look at the Plugins question below." msgstr "" -#: ../../docs/about/faq.rst:173 +#: ../../docs/about/faq.rst:176 msgid "If you know of a third-party SDK that is not supported by Godot but that offers free and open-source integration, consider starting the integration work yourself. Godot is not owned by one person; it belongs to the community, and it grows along with ambitious community contributors like you." msgstr "" -#: ../../docs/about/faq.rst:179 +#: ../../docs/about/faq.rst:182 msgid "How should assets be created to handle multiple resolutions and aspect ratios?" msgstr "" -#: ../../docs/about/faq.rst:181 +#: ../../docs/about/faq.rst:184 msgid "This question pops up often and it's probably thanks to the misunderstanding created by Apple when they originally doubled the resolution of their devices. It made people think that having the same assets in different resolutions was a good idea, so many continued towards that path. That originally worked to a point and only for Apple devices, but then several Android and Apple devices with different resolutions and aspect ratios were created, with a very wide range of sizes and DPIs." msgstr "" -#: ../../docs/about/faq.rst:189 +#: ../../docs/about/faq.rst:192 msgid "The most common and proper way to achieve this is to, instead, use a single base resolution for the game and only handle different screen aspect ratios. This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov." msgstr "" -#: ../../docs/about/faq.rst:193 +#: ../../docs/about/faq.rst:196 msgid "Choose a single base resolution for your game. Even if there are devices that go up to 2K and devices that go down to 400p, regular hardware scaling in your device will take care of this at little or no performance cost. Most common choices are either near 1080p (1920x1080) or 720p (1280x720). Keep in mind the higher the resolution, the larger your assets, the more memory they will take and the longer the time it will take for loading." msgstr "" -#: ../../docs/about/faq.rst:201 +#: ../../docs/about/faq.rst:204 msgid "Use the stretch options in Godot; 2D stretching while keeping aspect ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial on how to achieve this." msgstr "" -#: ../../docs/about/faq.rst:205 +#: ../../docs/about/faq.rst:208 msgid "Determine a minimum resolution and then decide if you want your game to stretch vertically or horizontally for different aspect ratios, or if there is one aspect ratio and you want black bars to appear instead. This is also explained in :ref:`doc_multiple_resolutions`." msgstr "" -#: ../../docs/about/faq.rst:210 +#: ../../docs/about/faq.rst:213 msgid "For user interfaces, use the :ref:`anchoring ` to determine where controls should stay and move. If UIs are more complex, consider learning about Containers." msgstr "" -#: ../../docs/about/faq.rst:214 +#: ../../docs/about/faq.rst:217 msgid "And that's it! Your game should work in multiple resolutions." msgstr "" -#: ../../docs/about/faq.rst:216 +#: ../../docs/about/faq.rst:219 msgid "If there is a desire to make your game also work on ancient devices with tiny screens (fewer than 300 pixels in width), you can use the export option to shrink images, and set that build to be used for certain screen sizes in the App Store or Google Play." msgstr "" -#: ../../docs/about/faq.rst:222 +#: ../../docs/about/faq.rst:225 msgid "How can I extend Godot?" msgstr "" -#: ../../docs/about/faq.rst:224 +#: ../../docs/about/faq.rst:227 msgid "For extending Godot, like creating Godot Editor plugins or adding support for additional languages, take a look at :ref:`EditorPlugins ` and tool scripts." msgstr "" -#: ../../docs/about/faq.rst:228 +#: ../../docs/about/faq.rst:231 msgid "Also, see the official blog posts on these topics:" msgstr "" -#: ../../docs/about/faq.rst:230 +#: ../../docs/about/faq.rst:233 msgid "`A look at the GDNative architecture `_" msgstr "" -#: ../../docs/about/faq.rst:231 +#: ../../docs/about/faq.rst:234 msgid "`GDNative is here! `_" msgstr "" -#: ../../docs/about/faq.rst:233 +#: ../../docs/about/faq.rst:236 msgid "You can also take a look at the GDScript implementation, the Godot modules, as well as the `unofficial Python support `_ for Godot. This would be a good starting point to see how another third-party library integrates with Godot." msgstr "" -#: ../../docs/about/faq.rst:239 +#: ../../docs/about/faq.rst:242 msgid "I would like to contribute! How can I get started?" msgstr "" -#: ../../docs/about/faq.rst:241 +#: ../../docs/about/faq.rst:244 msgid "Awesome! As an open-source project, Godot thrives off of the innovation and ambition of developers like you." msgstr "" -#: ../../docs/about/faq.rst:244 +#: ../../docs/about/faq.rst:247 msgid "The first place to get started is in the `issues `_. Find an issue that resonates with you, then proceed to the `How to Contribute `_ guide to learn how to fork, modify, and submit a Pull Request (PR) with your changes." msgstr "" -#: ../../docs/about/faq.rst:249 +#: ../../docs/about/faq.rst:252 msgid "I have a great idea for Godot. How can I share it?" msgstr "" -#: ../../docs/about/faq.rst:251 +#: ../../docs/about/faq.rst:254 msgid "It might be tempting to want to bring ideas to Godot, like ones that result in massive core changes, some sort of mimicry of what another game engine does, or alternative workflows that you'd like built into the editor. These are great and we are thankful to have such motivated people want to contribute, but Godot's focus is and always will be the core functionality as outlined in the `Roadmap `_, `squashing bugs and addressing issues `_, and conversations between Godot community members." msgstr "" -#: ../../docs/about/faq.rst:260 +#: ../../docs/about/faq.rst:263 msgid "Most developers in the Godot community will be more interested to learn about things like:" msgstr "" -#: ../../docs/about/faq.rst:263 +#: ../../docs/about/faq.rst:266 msgid "Your experience using the software and the problems you have (we care about this much more than ideas on how to improve it)." msgstr "" -#: ../../docs/about/faq.rst:265 +#: ../../docs/about/faq.rst:268 msgid "The features you would like to see implemented because you need them for your project." msgstr "" -#: ../../docs/about/faq.rst:267 +#: ../../docs/about/faq.rst:270 msgid "The concepts that were difficult to understand while learning the software." msgstr "" -#: ../../docs/about/faq.rst:268 +#: ../../docs/about/faq.rst:271 msgid "The parts of your workflow you would like to see optimized." msgstr "" -#: ../../docs/about/faq.rst:269 +#: ../../docs/about/faq.rst:272 msgid "Parts where you missed clear tutorials or where the documentation wasn't clear." msgstr "" -#: ../../docs/about/faq.rst:271 +#: ../../docs/about/faq.rst:274 msgid "Please don't feel like your ideas for Godot are unwelcome. Instead, try to reformulate them as a problem first, so developers and the community have a functional foundation to ground your ideas on." msgstr "" -#: ../../docs/about/faq.rst:275 +#: ../../docs/about/faq.rst:278 msgid "A good way to approach sharing your ideas and problems with the community is as a set of user stories. Explain what you are trying to do, what behavior you expect to happen, and then what behavior actually happened. Framing problems and ideas this way will help the whole community stay focused on improving developer experiences as a whole." msgstr "" -#: ../../docs/about/faq.rst:281 +#: ../../docs/about/faq.rst:284 msgid "Bonus points for bringing screenshots, concrete numbers, test cases, or example projects (if applicable)." msgstr "" -#: ../../docs/about/faq.rst:286 +#: ../../docs/about/faq.rst:289 msgid "Why does Godot not use STL (Standard Template Library)" msgstr "" -#: ../../docs/about/faq.rst:288 +#: ../../docs/about/faq.rst:291 msgid "Like many other libraries (Qt as an example), Godot does not make use of STL. We believe STL is a great general purpose library, but we had special requirements for Godot." msgstr "" -#: ../../docs/about/faq.rst:292 +#: ../../docs/about/faq.rst:295 msgid "STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead." msgstr "" -#: ../../docs/about/faq.rst:293 +#: ../../docs/about/faq.rst:296 msgid "Most of our containers cater to special needs, like Vector, which uses copy on write and we use to pass data around, or the RID system, which requires O(1) access time for performance. Likewise, our hash map implementations are designed to integrate seamlessly with internal engine types." msgstr "" -#: ../../docs/about/faq.rst:294 +#: ../../docs/about/faq.rst:297 msgid "Our containers have memory tracking built-in, which helps better track memory usage." msgstr "" -#: ../../docs/about/faq.rst:295 +#: ../../docs/about/faq.rst:298 msgid "For large arrays, we use pooled memory, which can be mapped to either a preallocated buffer or virtual memory." msgstr "" -#: ../../docs/about/faq.rst:296 +#: ../../docs/about/faq.rst:299 msgid "We use our custom String type, as the one provided by STL is too basic and lacks proper internationalization support." msgstr "" -#: ../../docs/about/faq.rst:299 +#: ../../docs/about/faq.rst:302 msgid "Why does Godot not use exceptions?" msgstr "" -#: ../../docs/about/faq.rst:301 +#: ../../docs/about/faq.rst:304 msgid "We believe games should not crash, no matter what. If an unexpected situation happens, Godot will print an error (which can be traced even to script), but then it will try to recover as gracefully as possible and keep going." msgstr "" -#: ../../docs/about/faq.rst:306 +#: ../../docs/about/faq.rst:309 msgid "Additionally, exceptions significantly increase binary size for the executable." msgstr "" -#: ../../docs/about/faq.rst:310 +#: ../../docs/about/faq.rst:313 msgid "Why does Godot not enforce RTTI?" msgstr "" -#: ../../docs/about/faq.rst:312 +#: ../../docs/about/faq.rst:315 msgid "Godot provides its own type-casting system, which can optionally use RTTI internally. Disabling RTTI in Godot means considerably smaller binary sizes can be achieved, at a little performance cost." msgstr "" -#: ../../docs/about/faq.rst:317 +#: ../../docs/about/faq.rst:320 msgid "Why does Godot not force users to implement DoD (Data oriented Design)?" msgstr "" -#: ../../docs/about/faq.rst:319 +#: ../../docs/about/faq.rst:322 msgid "While Godot internally for a lot of the heavy performance tasks attempts to use cache coherency as best as possible, we believe most users don't really need to be forced to use DoD practices." msgstr "" -#: ../../docs/about/faq.rst:323 +#: ../../docs/about/faq.rst:326 msgid "DoD is mostly a cache coherency optimization that can only gain you significant performance improvements when dealing with dozens of thousands of objects (which are processed every frame with little modification). As in, if you are moving a few hundred sprites or enemies per frame, DoD won't help you, and you should consider a different approach to optimization." msgstr "" -#: ../../docs/about/faq.rst:330 +#: ../../docs/about/faq.rst:333 msgid "The vast majority of games do not need this and Godot provides handy helpers to do the job for most cases when you do." msgstr "" -#: ../../docs/about/faq.rst:333 +#: ../../docs/about/faq.rst:336 msgid "If a game that really needs to process such large amount of objects is needed, our recommendation is to use C++ and GDNative for the high performance parts and GDScript (or C#) for the rest of the game." msgstr "" -#: ../../docs/about/faq.rst:338 +#: ../../docs/about/faq.rst:341 msgid "How can I support Godot development or contribute?" msgstr "" -#: ../../docs/about/faq.rst:340 +#: ../../docs/about/faq.rst:343 msgid "See :ref:`doc_ways_to_contribute`." msgstr "" -#: ../../docs/about/faq.rst:343 +#: ../../docs/about/faq.rst:346 msgid "Who is working on Godot? How can I contact you?" msgstr "" -#: ../../docs/about/faq.rst:345 +#: ../../docs/about/faq.rst:348 msgid "See the corresponding page on the `Godot website `_." msgstr "" diff --git a/sphinx/templates/about/index.pot b/sphinx/templates/about/index.pot index cfcd3ec07b..703af43b7f 100644 --- a/sphinx/templates/about/index.pot +++ b/sphinx/templates/about/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/introduction.pot b/sphinx/templates/about/introduction.pot index 272f85c031..d7283cee13 100644 --- a/sphinx/templates/about/introduction.pot +++ b/sphinx/templates/about/introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/channels.pot b/sphinx/templates/community/channels.pot index caea0c7592..1e7946271e 100644 --- a/sphinx/templates/community/channels.pot +++ b/sphinx/templates/community/channels.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/bug_triage_guidelines.pot b/sphinx/templates/community/contributing/bug_triage_guidelines.pot index a309f22ba4..627c6dea79 100644 --- a/sphinx/templates/community/contributing/bug_triage_guidelines.pot +++ b/sphinx/templates/community/contributing/bug_triage_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/code_style_guidelines.pot b/sphinx/templates/community/contributing/code_style_guidelines.pot index f9699bd2e1..bd83c65723 100644 --- a/sphinx/templates/community/contributing/code_style_guidelines.pot +++ b/sphinx/templates/community/contributing/code_style_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/docs_writing_guidelines.pot b/sphinx/templates/community/contributing/docs_writing_guidelines.pot index 71df89b86b..8e3ed44c6e 100644 --- a/sphinx/templates/community/contributing/docs_writing_guidelines.pot +++ b/sphinx/templates/community/contributing/docs_writing_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -70,17 +70,17 @@ msgid "There are 3 rules to describe classes:" msgstr "" #: ../../docs/community/contributing/docs_writing_guidelines.rst:25 -#: ../../docs/community/contributing/docs_writing_guidelines.rst:278 +#: ../../docs/community/contributing/docs_writing_guidelines.rst:368 msgid "Give an overview of the node in the brief description" msgstr "" #: ../../docs/community/contributing/docs_writing_guidelines.rst:26 -#: ../../docs/community/contributing/docs_writing_guidelines.rst:307 +#: ../../docs/community/contributing/docs_writing_guidelines.rst:397 msgid "Mention what methods return if it's useful" msgstr "" #: ../../docs/community/contributing/docs_writing_guidelines.rst:27 -#: ../../docs/community/contributing/docs_writing_guidelines.rst:332 +#: ../../docs/community/contributing/docs_writing_guidelines.rst:422 msgid "Use \"if true\" to describe booleans" msgstr "" @@ -105,7 +105,7 @@ msgid "Active:" msgstr "" #: ../../docs/community/contributing/docs_writing_guidelines.rst:59 -#: ../../docs/community/contributing/docs_writing_guidelines.rst:313 +#: ../../docs/community/contributing/docs_writing_guidelines.rst:403 msgid "**Don't** use the passive voice:" msgstr "" @@ -285,119 +285,171 @@ msgstr "" msgid "How to write methods and classes" msgstr "" +#: ../../docs/community/contributing/docs_writing_guidelines.rst:278 +msgid "Dynamic vs static typing" +msgstr "" + #: ../../docs/community/contributing/docs_writing_guidelines.rst:280 -msgid "The brief description is the reference's most important sentence. It's the user's first contact with a node:" +msgid "The code examples in the documentation should follow a consistent style not to confuse users. As static type hints are an optional feature of GDScript, we chose to stick to writing dynamic code. This leads to writing GDScript that is concise and accessible." msgstr "" -#: ../../docs/community/contributing/docs_writing_guidelines.rst:283 -msgid "It's the only description in the \"Create New Node\" dialog." +#: ../../docs/community/contributing/docs_writing_guidelines.rst:285 +msgid "The exception is topics that explain static typing concepts to users." msgstr "" -#: ../../docs/community/contributing/docs_writing_guidelines.rst:284 -msgid "It's at the top of every page in the reference" +#: ../../docs/community/contributing/docs_writing_guidelines.rst:287 +msgid "**Don't** add a type hint with a colon or by casting:" msgstr "" -#: ../../docs/community/contributing/docs_writing_guidelines.rst:286 -msgid "The brief description should explain the node's role and its functionality, in up to 200 characters." +#: ../../docs/community/contributing/docs_writing_guidelines.rst:297 +msgid "**Do** write constants variables with dynamic typing:" msgstr "" -#: ../../docs/community/contributing/docs_writing_guidelines.rst:289 -msgid "**Don't** write tiny and vague summaries:" +#: ../../docs/community/contributing/docs_writing_guidelines.rst:307 +msgid "**Don't** write functions with inferred arguments or return types:" msgstr "" -#: ../../docs/community/contributing/docs_writing_guidelines.rst:296 -msgid "**Do** give an overview of the node's functionality:" +#: ../../docs/community/contributing/docs_writing_guidelines.rst:318 +msgid "**Do** write functions using dynamic typing:" msgstr "" -#: ../../docs/community/contributing/docs_writing_guidelines.rst:303 -msgid "Use the node's full description to provide more information, and a code example, if possible." +#: ../../docs/community/contributing/docs_writing_guidelines.rst:330 +msgid "Use real-world code examples where appropriate" msgstr "" -#: ../../docs/community/contributing/docs_writing_guidelines.rst:309 -msgid "Some methods return important values. Describe them at the end of the description, ideally on a new line. No need to mention the return values for any method whose name starts with ``set`` or ``get``." +#: ../../docs/community/contributing/docs_writing_guidelines.rst:332 +msgid "Real-world examples are more accessible to beginners than abstract ``foos`` and ``bars``. You can also copy them directly from your game projects, ensuring that any code snippet compiles without errors." msgstr "" -#: ../../docs/community/contributing/docs_writing_guidelines.rst:320 -msgid "**Do** always use \"Returns\"." -msgstr "" - -#: ../../docs/community/contributing/docs_writing_guidelines.rst:327 -msgid "Notice the exception to the \"direct voice\" rule: with the move method, an external collider can influence the method and the body that calls ``move``. In this case, you can use the passive voice." -msgstr "" - -#: ../../docs/community/contributing/docs_writing_guidelines.rst:334 -msgid "For boolean member variables, always use ``if true`` and/or ``if false``, to stay explicit. ``Controls whether or not`` may be ambiguous and won't work for every member variable." -msgstr "" - -#: ../../docs/community/contributing/docs_writing_guidelines.rst:338 -msgid "Also surround boolean values, variable names and methods with ``[code][/code]``." +#: ../../docs/community/contributing/docs_writing_guidelines.rst:336 +msgid "Writing ``var speed = 10`` rather than ``var my_var = 10`` allows beginners to understand code better. It gives them a frame of reference as to where they could use the code snippets in a live project." msgstr "" #: ../../docs/community/contributing/docs_writing_guidelines.rst:340 -msgid "**Do** start with \"if true\":" -msgstr "" - -#: ../../docs/community/contributing/docs_writing_guidelines.rst:349 -msgid "Use ``[code]`` around arguments" +msgid "**Don't** write made-up examples:" msgstr "" #: ../../docs/community/contributing/docs_writing_guidelines.rst:351 -msgid "In the class reference, always surround arguments with ``[code][/code]``. In the documentation and in Godot, it will display like ``this``. When you edit XML files in the Godot repository, replace existing arguments written like 'this' or \\`this\\` with ``[code]this[/code]``." +msgid "**Do** write concrete examples:" msgstr "" -#: ../../docs/community/contributing/docs_writing_guidelines.rst:355 -msgid "Common vocabulary to use in godot's docs" +#: ../../docs/community/contributing/docs_writing_guidelines.rst:363 +msgid "Of course, there are times when using real-world examples is impractical. In those situations, you should still avoid using names such as ``my_var``, ``foo()`` or ``my_func()`` and consider more meaningful names for your examples." msgstr "" -#: ../../docs/community/contributing/docs_writing_guidelines.rst:357 -msgid "The developers chose some specific words to refer to areas of the interface. They're used in the sources, in the documentation, and you should always use them instead of synonyms, so the users know what you're talking about." -msgstr "" - -#: ../../docs/community/contributing/docs_writing_guidelines.rst:365 -msgid "Overview of the interface and common vocabulary" -msgstr "" - -#: ../../docs/community/contributing/docs_writing_guidelines.rst:367 -msgid "In the top left corner of the editor lie the ``main menus``. In the center, the buttons change the ``workspace``. And together the buttons in the top right are the ``playtest buttons``. The area in the center, that displays the 2D or the 3D space, is the ``viewport``. At its top, you find a list of ``tools`` inside the ``toolbar``." +#: ../../docs/community/contributing/docs_writing_guidelines.rst:370 +msgid "The brief description is the reference's most important sentence. It's the user's first contact with a node:" msgstr "" #: ../../docs/community/contributing/docs_writing_guidelines.rst:373 -msgid "The tabs or dockable panels on either side of the viewport are ``docks``. You have the ``FileSystem dock``, the ``Scene dock`` that contains your scene tree, the ``Import dock``, the ``Node dock``, and the ``Inspector`` or ``Inspector dock``. With the default layout you may call the tabbed docks ``tabs``: the ``Scene tab``, the ``Node tab``..." +msgid "It's the only description in the \"Create New Node\" dialog." +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:374 +msgid "It's at the top of every page in the reference" +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:376 +msgid "The brief description should explain the node's role and its functionality, in up to 200 characters." msgstr "" #: ../../docs/community/contributing/docs_writing_guidelines.rst:379 -msgid "The Animation, Debugger, etc. at the bottom of the viewport are ``panels``. Together they make up the ``bottom panels``." +msgid "**Don't** write tiny and vague summaries:" msgstr "" -#: ../../docs/community/contributing/docs_writing_guidelines.rst:382 -msgid "Foldable areas of the Inspector are ``sections``. The node's parent class names, which you can't fold, are ``Classes`` e.g. the ``KinematicBody2D class``. And individual lines with key-value pairs are ``properties``. E.g. ``position`` or ``modulate color`` are both ``properties``." +#: ../../docs/community/contributing/docs_writing_guidelines.rst:386 +msgid "**Do** give an overview of the node's functionality:" msgstr "" -#: ../../docs/community/contributing/docs_writing_guidelines.rst:389 -msgid "Image contribution guidelines" -msgstr "" - -#: ../../docs/community/contributing/docs_writing_guidelines.rst:391 -msgid "A significant part of the documentation is images, and there are several important guidelines to follow." -msgstr "" - -#: ../../docs/community/contributing/docs_writing_guidelines.rst:394 -msgid "First, you should always be using the default editor theme and text when taking screenshots." -msgstr "" - -#: ../../docs/community/contributing/docs_writing_guidelines.rst:396 -msgid "For 3D screenshots use 4xMSAA, enable anisotropic filtering on the projects textures, and set the anisotropic filter quality to 16x in Project Settings" +#: ../../docs/community/contributing/docs_writing_guidelines.rst:393 +msgid "Use the node's full description to provide more information, and a code example, if possible." msgstr "" #: ../../docs/community/contributing/docs_writing_guidelines.rst:399 +msgid "Some methods return important values. Describe them at the end of the description, ideally on a new line. No need to mention the return values for any method whose name starts with ``set`` or ``get``." +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:410 +msgid "**Do** always use \"Returns\"." +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:417 +msgid "Notice the exception to the \"direct voice\" rule: with the move method, an external collider can influence the method and the body that calls ``move``. In this case, you can use the passive voice." +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:424 +msgid "For boolean member variables, always use ``if true`` and/or ``if false``, to stay explicit. ``Controls whether or not`` may be ambiguous and won't work for every member variable." +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:428 +msgid "Also surround boolean values, variable names and methods with ``[code][/code]``." +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:430 +msgid "**Do** start with \"if true\":" +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:439 +msgid "Use ``[code]`` around arguments" +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:441 +msgid "In the class reference, always surround arguments with ``[code][/code]``. In the documentation and in Godot, it will display like ``this``. When you edit XML files in the Godot repository, replace existing arguments written like 'this' or \\`this\\` with ``[code]this[/code]``." +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:445 +msgid "Common vocabulary to use in godot's docs" +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:447 +msgid "The developers chose some specific words to refer to areas of the interface. They're used in the sources, in the documentation, and you should always use them instead of synonyms, so the users know what you're talking about." +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:455 +msgid "Overview of the interface and common vocabulary" +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:457 +msgid "In the top left corner of the editor lie the ``main menus``. In the center, the buttons change the ``workspace``. And together the buttons in the top right are the ``playtest buttons``. The area in the center, that displays the 2D or the 3D space, is the ``viewport``. At its top, you find a list of ``tools`` inside the ``toolbar``." +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:463 +msgid "The tabs or dockable panels on either side of the viewport are ``docks``. You have the ``FileSystem dock``, the ``Scene dock`` that contains your scene tree, the ``Import dock``, the ``Node dock``, and the ``Inspector`` or ``Inspector dock``. With the default layout you may call the tabbed docks ``tabs``: the ``Scene tab``, the ``Node tab``..." +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:469 +msgid "The Animation, Debugger, etc. at the bottom of the viewport are ``panels``. Together they make up the ``bottom panels``." +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:472 +msgid "Foldable areas of the Inspector are ``sections``. The node's parent class names, which you can't fold, are ``Classes`` e.g. the ``KinematicBody2D class``. And individual lines with key-value pairs are ``properties``. E.g. ``position`` or ``modulate color`` are both ``properties``." +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:479 +msgid "Image contribution guidelines" +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:481 +msgid "A significant part of the documentation is images, and there are several important guidelines to follow." +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:484 +msgid "First, you should always be using the default editor theme and text when taking screenshots." +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:486 +msgid "For 3D screenshots use 4xMSAA, enable anisotropic filtering on the projects textures, and set the anisotropic filter quality to 16x in Project Settings" +msgstr "" + +#: ../../docs/community/contributing/docs_writing_guidelines.rst:489 msgid "Screenshot size should not exceed 1920x1080." msgstr "" -#: ../../docs/community/contributing/docs_writing_guidelines.rst:401 +#: ../../docs/community/contributing/docs_writing_guidelines.rst:491 msgid "When you need to highlight an area of the editor to show something, like a button or option, use a 2 pixel thick outline without a bevel." msgstr "" -#: ../../docs/community/contributing/docs_writing_guidelines.rst:404 +#: ../../docs/community/contributing/docs_writing_guidelines.rst:494 msgid "Before you add or replace any images in the documentation, they should be run through a png compressor to save size. The built in lossless compressor in programs like Krita or Photoshop should be done. However you should also use a lossy one, such as `pngquant `_ where almost no image quality is lost during compression." msgstr "" diff --git a/sphinx/templates/community/contributing/documentation_guidelines.pot b/sphinx/templates/community/contributing/documentation_guidelines.pot index 398729e2f1..178eaec12d 100644 --- a/sphinx/templates/community/contributing/documentation_guidelines.pot +++ b/sphinx/templates/community/contributing/documentation_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/index.pot b/sphinx/templates/community/contributing/index.pot index 7059afffb2..83462f9c9e 100644 --- a/sphinx/templates/community/contributing/index.pot +++ b/sphinx/templates/community/contributing/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/pr_workflow.pot b/sphinx/templates/community/contributing/pr_workflow.pot index 6c7003aacd..78e53f4b34 100644 --- a/sphinx/templates/community/contributing/pr_workflow.pot +++ b/sphinx/templates/community/contributing/pr_workflow.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,7 +61,7 @@ msgid "The ``master`` branch is where the development of the next major version 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." +msgid "The stable branches are named after their version, e.g. ``3.1`` and ``2.1``. They are used to backport bugfixes and enhancements from the ``master`` branch to the currently maintained stable release (e.g. 3.1.2 or 2.1.6). As a rule of thumb, the last stable branch is maintained until the next major version (e.g. the ``3.0`` branch was maintained until the release of Godot 3.1). 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 diff --git a/sphinx/templates/community/contributing/updating_the_class_reference.pot b/sphinx/templates/community/contributing/updating_the_class_reference.pot index a8f5a2da90..ba660d42ae 100644 --- a/sphinx/templates/community/contributing/updating_the_class_reference.pot +++ b/sphinx/templates/community/contributing/updating_the_class_reference.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/ways_to_contribute.pot b/sphinx/templates/community/contributing/ways_to_contribute.pot index 9a101fdf79..d2a78df026 100644 --- a/sphinx/templates/community/contributing/ways_to_contribute.pot +++ b/sphinx/templates/community/contributing/ways_to_contribute.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/tutorials.pot b/sphinx/templates/community/tutorials.pot index 2dee66eb24..0daf560c9e 100644 --- a/sphinx/templates/community/tutorials.pot +++ b/sphinx/templates/community/tutorials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_android.pot b/sphinx/templates/development/compiling/compiling_for_android.pot index 43ea3d62fc..f470ba8601 100644 --- a/sphinx/templates/development/compiling/compiling_for_android.pot +++ b/sphinx/templates/development/compiling/compiling_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_ios.pot b/sphinx/templates/development/compiling/compiling_for_ios.pot index a537433703..435ed9bbd9 100644 --- a/sphinx/templates/development/compiling/compiling_for_ios.pot +++ b/sphinx/templates/development/compiling/compiling_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_osx.pot b/sphinx/templates/development/compiling/compiling_for_osx.pot index 2d390a4c5b..24fe177af3 100644 --- a/sphinx/templates/development/compiling/compiling_for_osx.pot +++ b/sphinx/templates/development/compiling/compiling_for_osx.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_uwp.pot b/sphinx/templates/development/compiling/compiling_for_uwp.pot index 842cd06bc5..15124aa1de 100644 --- a/sphinx/templates/development/compiling/compiling_for_uwp.pot +++ b/sphinx/templates/development/compiling/compiling_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_web.pot b/sphinx/templates/development/compiling/compiling_for_web.pot index 747f694345..34b80405a2 100644 --- a/sphinx/templates/development/compiling/compiling_for_web.pot +++ b/sphinx/templates/development/compiling/compiling_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_windows.pot b/sphinx/templates/development/compiling/compiling_for_windows.pot index 86f003250f..ecd17ab218 100644 --- a/sphinx/templates/development/compiling/compiling_for_windows.pot +++ b/sphinx/templates/development/compiling/compiling_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_x11.pot b/sphinx/templates/development/compiling/compiling_for_x11.pot index 1923a21cdf..717c0c536f 100644 --- a/sphinx/templates/development/compiling/compiling_for_x11.pot +++ b/sphinx/templates/development/compiling/compiling_for_x11.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_with_mono.pot b/sphinx/templates/development/compiling/compiling_with_mono.pot index f160e6f48f..d7d8537e64 100644 --- a/sphinx/templates/development/compiling/compiling_with_mono.pot +++ b/sphinx/templates/development/compiling/compiling_with_mono.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot index e7963e7330..1605ff5cb0 100644 --- a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot +++ b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot index 52d0b2083a..04d56e6a40 100644 --- a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot +++ b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/getting_source.pot b/sphinx/templates/development/compiling/getting_source.pot index a7e1a4d289..bd939a2a9a 100644 --- a/sphinx/templates/development/compiling/getting_source.pot +++ b/sphinx/templates/development/compiling/getting_source.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/index.pot b/sphinx/templates/development/compiling/index.pot index 03b62b213c..a19a06aa86 100644 --- a/sphinx/templates/development/compiling/index.pot +++ b/sphinx/templates/development/compiling/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot index e0eb4f6d2c..5deba7095d 100644 --- a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot +++ b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/optimizing_for_size.pot b/sphinx/templates/development/compiling/optimizing_for_size.pot index fa569144fc..f36d91817c 100644 --- a/sphinx/templates/development/compiling/optimizing_for_size.pot +++ b/sphinx/templates/development/compiling/optimizing_for_size.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/binding_to_external_libraries.pot b/sphinx/templates/development/cpp/binding_to_external_libraries.pot index 857b753f3a..b194acb0e8 100644 --- a/sphinx/templates/development/cpp/binding_to_external_libraries.pot +++ b/sphinx/templates/development/cpp/binding_to_external_libraries.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide.pot b/sphinx/templates/development/cpp/configuring_an_ide.pot index 88dfe822a0..b6f91368d9 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -52,408 +52,440 @@ msgstr "" msgid ":ref:`Android Studio` (all desktop platforms)" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:20 +#: ../../docs/development/cpp/configuring_an_ide.rst:19 +msgid ":ref:`CLion` (all desktop platforms)" +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide.rst:21 msgid "It is possible to use other IDEs, but their setup is not documented yet." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:25 +#: ../../docs/development/cpp/configuring_an_ide.rst:26 msgid "Qt Creator" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:28 +#: ../../docs/development/cpp/configuring_an_ide.rst:29 msgid "Importing the project" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:30 +#: ../../docs/development/cpp/configuring_an_ide.rst:31 msgid "Choose *New Project* -> *Import Project* -> *Import Existing Project*." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:34 +#: ../../docs/development/cpp/configuring_an_ide.rst:35 msgid "Set the path to your Godot root directory and enter the project name." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:38 +#: ../../docs/development/cpp/configuring_an_ide.rst:39 msgid "Here you can choose which folders and files will be visible to the project. C/C++ files are added automatically. Potentially useful additions: \\*.py for buildsystem files, \\*.java for Android development, \\*.mm for macOS. Click \"Next\"." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:44 +#: ../../docs/development/cpp/configuring_an_ide.rst:45 msgid "Click *Finish*." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:45 +#: ../../docs/development/cpp/configuring_an_ide.rst:46 msgid "Add a line containing ``.`` to *project_name.includes* to get working code completion." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:50 +#: ../../docs/development/cpp/configuring_an_ide.rst:51 msgid "Build and run" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:52 +#: ../../docs/development/cpp/configuring_an_ide.rst:53 msgid "Build configuration:" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:54 +#: ../../docs/development/cpp/configuring_an_ide.rst:55 msgid "Click on *Projects* and open the *Build* tab." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:55 +#: ../../docs/development/cpp/configuring_an_ide.rst:56 msgid "Delete the pre-defined ``make`` build step." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:59 +#: ../../docs/development/cpp/configuring_an_ide.rst:60 msgid "Click *Add Build Step* -> *Custom Process Step*." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:63 +#: ../../docs/development/cpp/configuring_an_ide.rst:64 msgid "Type ``scons`` in the *Command* field. If it fails with 'Could not start process \"scons\"', it can mean that ``scons`` is not in your ``PATH`` environment variable, so you may have to use the full path to the SCons binary." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:66 +#: ../../docs/development/cpp/configuring_an_ide.rst:67 msgid "Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 target=debug -j 4``)" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:70 +#: ../../docs/development/cpp/configuring_an_ide.rst:71 msgid "Run configuration:" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:72 +#: ../../docs/development/cpp/configuring_an_ide.rst:73 msgid "Open the *Run* tab." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:73 +#: ../../docs/development/cpp/configuring_an_ide.rst:74 msgid "Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}/bin/godot.x11.opt.tools.64``)" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:74 +#: ../../docs/development/cpp/configuring_an_ide.rst:75 msgid "If you want to run a specific game or project, point *Working directory* to the game directory." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:75 +#: ../../docs/development/cpp/configuring_an_ide.rst:76 msgid "If you want to run the editor, add ``-e`` to the *Command line arguments* field." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:80 +#: ../../docs/development/cpp/configuring_an_ide.rst:81 msgid "Updating sources after pulling latest commits" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:82 +#: ../../docs/development/cpp/configuring_an_ide.rst:83 msgid "As a developer you usually want to frequently pull the latest commits from the upstream git repository or a specific fork etc. However this brings a little problem with it: as the development continues, source files (and folders) are added or removed. These changes needs to be reflected in your project files for Qt Creator too, so you continue to have a nice experience coding in it. A simple way to check is to right click at your root folder in the \"Projects View\" and click on \"Edit files...\"" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:92 +#: ../../docs/development/cpp/configuring_an_ide.rst:93 msgid "Now a new dialog should appear that is similar in functionality to the one in the third step of the \"Importing the project\" section. Here you can check whether you want to add/remove specific files and/or folders. You can chose by clicking with your mouse or just simply by clicking the \"Apply Filter\" button. A simple click on \"Ok\" and you're ready to continue your work." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:100 +#: ../../docs/development/cpp/configuring_an_ide.rst:101 msgid "Code style configuration" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:102 +#: ../../docs/development/cpp/configuring_an_ide.rst:103 msgid "Developers must follow the project's :ref:`code style ` and IDE should help them to do it. By default, Qt Creator does use spaces for indentation which is incorrect for Godot project. You can change this behavior by changing the \"Code Style\" in *Options* -> *C++*." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:109 +#: ../../docs/development/cpp/configuring_an_ide.rst:110 msgid "Click on *Edit* to change the current settings, then click on *Copy Built-in Code Style* button to set a new code style. Set a name for it (e.g. Godot) and change the Tab policy to be *Tabs Only*." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:118 +#: ../../docs/development/cpp/configuring_an_ide.rst:119 msgid "KDevelop" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:120 +#: ../../docs/development/cpp/configuring_an_ide.rst:121 msgid "`KDevelop `_ is a free, open source IDE for all desktop platforms." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:122 +#: ../../docs/development/cpp/configuring_an_ide.rst:123 msgid "You can find a video tutorial `here `_. Or you may follow this text version tutorial." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:125 +#: ../../docs/development/cpp/configuring_an_ide.rst:126 msgid "Start by opening KDevelop and choosing \"open project\"." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:129 +#: ../../docs/development/cpp/configuring_an_ide.rst:130 msgid "Choose the directory where you cloned Godot." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:131 +#: ../../docs/development/cpp/configuring_an_ide.rst:132 msgid "On the next screen, choose \"Custom Build System\" for the *Project manager*." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:135 +#: ../../docs/development/cpp/configuring_an_ide.rst:136 msgid "Now that the project has been imported, open the project configuration." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:139 +#: ../../docs/development/cpp/configuring_an_ide.rst:140 msgid "Add the following includes/imports:" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:152 +#: ../../docs/development/cpp/configuring_an_ide.rst:153 msgid "Apply the changes." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:154 +#: ../../docs/development/cpp/configuring_an_ide.rst:155 msgid "Switch to the \"Custom Build System\" tab. Add a build configuration and keep the build directory blank. Enable build tools and add ``scons`` as the executable then add ``platform=x11 target=debug`` (``platform=osx`` if you're on macOS) as the arguments." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:161 +#: ../../docs/development/cpp/configuring_an_ide.rst:162 msgid "Next we need to tell KDevelop where to find the binary. From the \"Run\" menu, choose \"Configure Launches\"." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:166 +#: ../../docs/development/cpp/configuring_an_ide.rst:167 msgid "Click \"Add\" if no launcher exists. Then add the path to your executable in the executable section. Your executable should be located in the ``bin/`` sub-directory and should be named something like ``godot.x11.tools.64`` (the name could be different depending on your platform and depending on your build options)." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:174 +#: ../../docs/development/cpp/configuring_an_ide.rst:175 msgid "That's it! Now you should be good to go :)" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:180 +#: ../../docs/development/cpp/configuring_an_ide.rst:181 msgid "Xcode" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:183 -#: ../../docs/development/cpp/configuring_an_ide.rst:310 +#: ../../docs/development/cpp/configuring_an_ide.rst:184 +#: ../../docs/development/cpp/configuring_an_ide.rst:311 msgid "Project setup" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:185 +#: ../../docs/development/cpp/configuring_an_ide.rst:186 msgid "Create an Xcode external build project anywhere" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:189 +#: ../../docs/development/cpp/configuring_an_ide.rst:190 msgid "Set the *Build tool* to the path to scons" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:191 +#: ../../docs/development/cpp/configuring_an_ide.rst:192 msgid "Modify Build Target's Xcode Info Tab:" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:193 +#: ../../docs/development/cpp/configuring_an_ide.rst:194 msgid "Set *Arguments* to something like: platform=osx tools=yes bits=64 target=debug" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:194 +#: ../../docs/development/cpp/configuring_an_ide.rst:195 msgid "Set *Directory* to the path to Godot's source folder. Keep it blank if project is already there." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:195 +#: ../../docs/development/cpp/configuring_an_ide.rst:196 msgid "You may uncheck *Pass build settings in environment*" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:199 +#: ../../docs/development/cpp/configuring_an_ide.rst:200 msgid "Add a Command Line Target:" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:201 +#: ../../docs/development/cpp/configuring_an_ide.rst:202 msgid "Go to Xcode File > New > Target... and add a new Xcode command line target" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:207 +#: ../../docs/development/cpp/configuring_an_ide.rst:208 msgid "Name it something so you know not to compile with this target" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:208 +#: ../../docs/development/cpp/configuring_an_ide.rst:209 msgid "e.g. ``GodotXcodeIndex``" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:209 +#: ../../docs/development/cpp/configuring_an_ide.rst:210 msgid "Goto the newly created target's *Build Settings* tab and search for *Header Search Paths*" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:210 +#: ../../docs/development/cpp/configuring_an_ide.rst:211 msgid "Set *Header Search Paths* to an absolute path to Godot's source folder" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:211 +#: ../../docs/development/cpp/configuring_an_ide.rst:212 msgid "Make it recursive by adding two \\*'s to the end of the path" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:212 +#: ../../docs/development/cpp/configuring_an_ide.rst:213 msgid "e.g. ``/Users/me/repos/godot-source/\\**``" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:214 +#: ../../docs/development/cpp/configuring_an_ide.rst:215 msgid "Add Godot Source to the Project:" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:216 +#: ../../docs/development/cpp/configuring_an_ide.rst:217 msgid "Drag and drop Godot source into project file browser." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:217 +#: ../../docs/development/cpp/configuring_an_ide.rst:218 msgid "Uncheck *Create External Build System*" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:221 +#: ../../docs/development/cpp/configuring_an_ide.rst:222 msgid "Click Next" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:222 +#: ../../docs/development/cpp/configuring_an_ide.rst:223 msgid "Select *create groups*" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:226 +#: ../../docs/development/cpp/configuring_an_ide.rst:227 msgid "Check off only your command line target in the *Add to targets* section" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:227 +#: ../../docs/development/cpp/configuring_an_ide.rst:228 msgid "Click finish. Xcode will now index the files." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:228 +#: ../../docs/development/cpp/configuring_an_ide.rst:229 msgid "Grab a cup of coffee... Maybe make something to eat, too" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:229 +#: ../../docs/development/cpp/configuring_an_ide.rst:230 msgid "You should have jump to definition, auto completion, and full syntax highlighting when it is done." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:232 +#: ../../docs/development/cpp/configuring_an_ide.rst:233 msgid "Scheme setup" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:234 +#: ../../docs/development/cpp/configuring_an_ide.rst:235 msgid "Edit Build Scheme of External Build Target:" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:236 +#: ../../docs/development/cpp/configuring_an_ide.rst:237 msgid "Open scheme editor of external build target" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:237 +#: ../../docs/development/cpp/configuring_an_ide.rst:238 msgid "Expand the *Build* menu" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:238 +#: ../../docs/development/cpp/configuring_an_ide.rst:239 msgid "Goto *Post Actions*" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:239 +#: ../../docs/development/cpp/configuring_an_ide.rst:240 msgid "Add a new script run action, select your project in ``Provide build settings from`` as this allows you to use ``${PROJECT_DIR}`` variable." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:243 +#: ../../docs/development/cpp/configuring_an_ide.rst:244 msgid "Write a script that gives the binary a name that Xcode will recognize" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:244 +#: ../../docs/development/cpp/configuring_an_ide.rst:245 msgid "e.g. ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/godot/bin/godot``" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:245 +#: ../../docs/development/cpp/configuring_an_ide.rst:246 msgid "Build the external build target" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:247 +#: ../../docs/development/cpp/configuring_an_ide.rst:248 msgid "Edit Run Scheme of External Build Target:" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:249 +#: ../../docs/development/cpp/configuring_an_ide.rst:250 msgid "Open the scheme editor again" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:250 +#: ../../docs/development/cpp/configuring_an_ide.rst:251 msgid "Click Run" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:254 +#: ../../docs/development/cpp/configuring_an_ide.rst:255 msgid "Set the *Executable* to the file you linked in your post build action script" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:255 +#: ../../docs/development/cpp/configuring_an_ide.rst:256 msgid "Check *Debug executable* if it isn't already" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:256 +#: ../../docs/development/cpp/configuring_an_ide.rst:257 msgid "You can go to *Arguments* tab and add an -e and a -path to a project to debug the editor not the project selection screen" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:259 +#: ../../docs/development/cpp/configuring_an_ide.rst:260 msgid "Test it:" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:261 +#: ../../docs/development/cpp/configuring_an_ide.rst:262 msgid "Set a breakpoint in platform/osx/godot_main_osx.mm" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:262 +#: ../../docs/development/cpp/configuring_an_ide.rst:263 msgid "It should break at the point!" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:268 +#: ../../docs/development/cpp/configuring_an_ide.rst:269 msgid "Visual Studio Code" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:270 +#: ../../docs/development/cpp/configuring_an_ide.rst:271 msgid "Ensure that C/C++ extension is installed. You can find instructions in `docs `_." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:272 +#: ../../docs/development/cpp/configuring_an_ide.rst:273 msgid "Now open cloned godot folder in VS Code (File > Open Folder...)" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:274 +#: ../../docs/development/cpp/configuring_an_ide.rst:275 msgid "In order to build the project, we need two configuration files: *launch.json* and *tasks.json*. To create them:" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:277 +#: ../../docs/development/cpp/configuring_an_ide.rst:278 msgid "Open Debug view (Ctrl + Shift + D) and select cogwheel with an orange dot:" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:281 +#: ../../docs/development/cpp/configuring_an_ide.rst:282 msgid "Select *C++ (GDB/LLDB)* (it might be named differently on macOS or Windows)" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:283 +#: ../../docs/development/cpp/configuring_an_ide.rst:284 msgid "Update *launch.json* to match:" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:287 +#: ../../docs/development/cpp/configuring_an_ide.rst:288 msgid "(Note that *godot.x11.tools.64* in \"program\" value might be named differently on macOS or Windows)" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:289 +#: ../../docs/development/cpp/configuring_an_ide.rst:290 msgid "Create *tasks.json* by starting the Debug process (F5). VS Code will show a dialog with a *Configure Task* button. Tap it and select *Create tasks.json file from template*, then select *Others*" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:291 +#: ../../docs/development/cpp/configuring_an_ide.rst:292 msgid "Update *tasks.json* to match:" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:295 +#: ../../docs/development/cpp/configuring_an_ide.rst:296 msgid "(Note that *platform=x11* will be different for macOX and Windows)" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:297 +#: ../../docs/development/cpp/configuring_an_ide.rst:298 msgid "You can now start the Debug process again to test that everything works." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:299 +#: ../../docs/development/cpp/configuring_an_ide.rst:300 msgid "If the build phase fails, check the console for hints. On Linux it's most likely that some dependencies are missing. Check :ref:`Compiling for X11 (Linux, \\*BSD) `" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:305 +#: ../../docs/development/cpp/configuring_an_ide.rst:306 msgid "Android Studio" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:307 +#: ../../docs/development/cpp/configuring_an_ide.rst:308 msgid "`Android Studio `_ is a `Jetbrain `_ IDE for Android development. It has a feature-rich editor which supports Java and C/C++, so it can be used for development of the Godot core engine, and Android platform codebases." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:312 +#: ../../docs/development/cpp/configuring_an_ide.rst:313 msgid "From the Android Studio *Welcome to Android Studio* window, select *Open an existing Android Studio project*" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:316 +#: ../../docs/development/cpp/configuring_an_ide.rst:317 msgid "Navigate to ``/platform/android/java`` and select the ``settings.gradle`` gradle file." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:317 +#: ../../docs/development/cpp/configuring_an_ide.rst:318 msgid "Android Studio will import and index the project." msgstr "" -#: ../../docs/development/cpp/configuring_an_ide.rst:318 +#: ../../docs/development/cpp/configuring_an_ide.rst:319 msgid "To build the project, follow the :ref:`compiling instructions `." msgstr "" +#: ../../docs/development/cpp/configuring_an_ide.rst:324 +msgid "CLion" +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide.rst:326 +msgid "`CLion `_ is a commercial IDE for C++. It requires a ``CMakeLists.txt`` file as a project file, which is problematic for Godot which uses the SCons buildsystem and not CMake. However, there is a ``CMakeLists.txt`` configuration for :ref:`Android Studio ` which can also be used by CLion." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide.rst:328 +msgid "Choose *File* -> *Open*." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide.rst:330 +msgid "Navigation to your Godot Git clone, and select the folder ``platform/android/java/lib`` (the ``CMakeLists.txt`` file is located there). Select the folder, not the ``CMakeLists.txt file``. Then click *Ok*." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide.rst:334 +msgid "If this popup window appears, select *This window* to open the project." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide.rst:338 +msgid "Choose *Tools* -> *CMake* -> *Change Project Root* and select the root Godot folder." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide.rst:342 +msgid "You should be now be able to see all the project files. Autocomplete should work, when the project finish indexing." +msgstr "" + diff --git a/sphinx/templates/development/cpp/core_types.pot b/sphinx/templates/development/cpp/core_types.pot index c6ca3f14ce..98c858124b 100644 --- a/sphinx/templates/development/cpp/core_types.pot +++ b/sphinx/templates/development/cpp/core_types.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_audiostreams.pot b/sphinx/templates/development/cpp/custom_audiostreams.pot index 6d750ca8ce..9aeedf532e 100644 --- a/sphinx/templates/development/cpp/custom_audiostreams.pot +++ b/sphinx/templates/development/cpp/custom_audiostreams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_godot_servers.pot b/sphinx/templates/development/cpp/custom_godot_servers.pot index a89b4f7147..b6e06dabc4 100644 --- a/sphinx/templates/development/cpp/custom_godot_servers.pot +++ b/sphinx/templates/development/cpp/custom_godot_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot index 96e54786b0..73bfe9550c 100644 --- a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot +++ b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot index cff80ddce4..f45e8887ff 100644 --- a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot +++ b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/index.pot b/sphinx/templates/development/cpp/index.pot index ba33e6b255..bc2b120384 100644 --- a/sphinx/templates/development/cpp/index.pot +++ b/sphinx/templates/development/cpp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/inheritance_class_tree.pot b/sphinx/templates/development/cpp/inheritance_class_tree.pot index 452bf7399b..4a69fb0523 100644 --- a/sphinx/templates/development/cpp/inheritance_class_tree.pot +++ b/sphinx/templates/development/cpp/inheritance_class_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/introduction_to_godot_development.pot b/sphinx/templates/development/cpp/introduction_to_godot_development.pot index e37abb509b..e6944fcbf0 100644 --- a/sphinx/templates/development/cpp/introduction_to_godot_development.pot +++ b/sphinx/templates/development/cpp/introduction_to_godot_development.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/object_class.pot b/sphinx/templates/development/cpp/object_class.pot index 2b653ccb30..8912380bc6 100644 --- a/sphinx/templates/development/cpp/object_class.pot +++ b/sphinx/templates/development/cpp/object_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/variant_class.pot b/sphinx/templates/development/cpp/variant_class.pot index 91b48badd1..ef866296cd 100644 --- a/sphinx/templates/development/cpp/variant_class.pot +++ b/sphinx/templates/development/cpp/variant_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/creating_icons.pot b/sphinx/templates/development/editor/creating_icons.pot index 4985ba9ad6..dc13ce708c 100644 --- a/sphinx/templates/development/editor/creating_icons.pot +++ b/sphinx/templates/development/editor/creating_icons.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/index.pot b/sphinx/templates/development/editor/index.pot index 577bc79900..97fe083ab0 100644 --- a/sphinx/templates/development/editor/index.pot +++ b/sphinx/templates/development/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/introduction.pot b/sphinx/templates/development/editor/introduction.pot index 06174de954..abc5f890c2 100644 --- a/sphinx/templates/development/editor/introduction.pot +++ b/sphinx/templates/development/editor/introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/index.pot b/sphinx/templates/development/file_formats/index.pot index 8e3f0f734b..957c22c4d2 100644 --- a/sphinx/templates/development/file_formats/index.pot +++ b/sphinx/templates/development/file_formats/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/tscn.pot b/sphinx/templates/development/file_formats/tscn.pot index 40304a4890..b67df337a4 100644 --- a/sphinx/templates/development/file_formats/tscn.pot +++ b/sphinx/templates/development/file_formats/tscn.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/command_line_tutorial.pot b/sphinx/templates/getting_started/editor/command_line_tutorial.pot index 6ecf679a4f..1520a6a08f 100644 --- a/sphinx/templates/getting_started/editor/command_line_tutorial.pot +++ b/sphinx/templates/getting_started/editor/command_line_tutorial.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/external_editor.pot b/sphinx/templates/getting_started/editor/external_editor.pot index bfbc2b18a5..57f880fefe 100644 --- a/sphinx/templates/getting_started/editor/external_editor.pot +++ b/sphinx/templates/getting_started/editor/external_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/index.pot b/sphinx/templates/getting_started/editor/index.pot index 0f04b35888..3ace8ef867 100644 --- a/sphinx/templates/getting_started/editor/index.pot +++ b/sphinx/templates/getting_started/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/unity_to_godot.pot b/sphinx/templates/getting_started/editor/unity_to_godot.pot index 9398d0d8fb..a02d75cbe3 100644 --- a/sphinx/templates/getting_started/editor/unity_to_godot.pot +++ b/sphinx/templates/getting_started/editor/unity_to_godot.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot index 6bd643568d..f57b778c71 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -212,3 +212,15 @@ msgstr "" msgid "Whenever packages are added or modified, run ``nuget restore`` in the root of the project directory. To ensure that NuGet packages will be available for msbuild to use, run:" msgstr "" +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:264 +msgid "Profiling your C# code" +msgstr "" + +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:266 +msgid "`Mono log profiler `_ is available via `this PR `_" +msgstr "" + +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:267 +msgid "External Mono profiler like `JetBrains dotTrace `_ can be used as described `here `_." +msgstr "" + diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot index a9fd5ea156..3eb20f4427 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot index 0307d24863..969519885a 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -97,26 +97,26 @@ msgid "Declaring a signal in C# is done with the ``[Signal]`` attribute on a del msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:98 -msgid "These signals can then be connected either in the editor or from code with ``Connect``." +msgid "These signals can then be connected either in the editor or from code with ``Connect``. If you want to connect a signal in the editor, you need to (re)build the project assemblies to see the new signal. This build can be manually triggered by clicking the “Build” button at the top right corner of the editor window." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:118 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:119 msgid "Emitting signals is done with the ``EmitSignal`` method." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:128 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:129 msgid "Notice that you can always reference a signal name with the ``nameof`` keyword (applied on the delegate itself)." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:130 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:131 msgid "It is possible to bind values when establishing a connection by passing an object array." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:150 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:151 msgid "Signals support parameters and bound values of all the `built-in types `_ and Classes derived from :ref:`Godot.Object `. Consequently, any ``Node`` or ``Reference`` will be compatible automatically, but custom data objects will need to extend from `Godot.Object` or one of its subclasses." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:162 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:163 msgid "Finally, signals can be created by calling ``AddUserSignal``, but be aware that it should be executed before any use of said signals (with ``Connect`` or ``EmitSignal``)." msgstr "" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot index 8f38d22ac1..ba3558a08c 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -45,230 +45,238 @@ msgid "For detailed information on C# features in different versions, please see 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 "Use line feed (**LF**) characters to break lines, not CRLF or CR." +msgid "Formatting" msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:34 -msgid "Use **UTF-8** encoding without a `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\")." +msgid "General guidelines" msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:36 -msgid "Consider breaking a line into several if it's longer than 100 characters." +msgid "Use line feed (**LF**) characters to break lines, not CRLF or CR." +msgstr "" + +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:37 +msgid "Use one line feed character at the end of each file, except for `csproj` files." +msgstr "" + +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:38 +msgid "Use **UTF-8** encoding without a `byte order mark `_." msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:39 +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:40 +msgid "Consider breaking a line into several if it's longer than 100 characters." +msgstr "" + +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:44 msgid "Line breaks and blank lines" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:41 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:46 msgid "For a general indentation rule, follow `the \"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:58 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:63 msgid "However, you may choose to omit line breaks inside brackets:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:60 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:65 msgid "For simple property accessors." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:61 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:66 msgid "For simple object, array, or collection initializers." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:62 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:67 msgid "For abstract auto property, indexer, or event declarations." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:84 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:89 msgid "Insert a blank line:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:86 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:91 msgid "After a list of ``using`` statements." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:87 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:92 msgid "Between method, properties, and inner type declarations." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:88 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:93 msgid "At the end of each file." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:90 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:95 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:93 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:98 msgid "Avoid inserting a blank line:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:95 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:100 msgid "After ``{``, the opening brace." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:96 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:101 msgid "Before ``}``, the closing brace." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:97 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:102 msgid "After a comment block or a single-line comment." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:98 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:103 msgid "Adjacent to another blank line." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:136 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:142 msgid "Using spaces" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:138 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:144 msgid "Insert a space:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:140 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:146 msgid "Around a binary and tertiary operator." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:141 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:147 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:142 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:148 msgid "Before and within a single line accessor block." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:143 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:149 msgid "Between accessors in a single line accessor block." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:144 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:150 msgid "After a comma which is not at the end of a line." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:145 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:151 msgid "After a semicolon in a ``for`` statement." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:146 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:152 msgid "After a colon in a single line ``case`` statement." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:147 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:153 msgid "Around a colon in a type declaration." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:148 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:154 msgid "Around a lambda arrow." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:149 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:155 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:151 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:157 msgid "Do not use a space:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:153 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:159 msgid "After type cast parentheses." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:154 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:160 msgid "Within single line initializer braces." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:156 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:162 msgid "The following example shows a proper use of spaces, according to some of the above mentioned conventions:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:191 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:197 msgid "Naming conventions" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:193 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:199 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:214 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:220 msgid "Use **camelCase** for all other identifiers (i.e. local variables, method arguments), and use an 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:228 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:234 msgid "There's an exception with acronyms which consist of two letters, like ``UI``, which should be written in uppercase letters where PascalCase would be expected, and in lowercase letters otherwise." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:231 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:237 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:242 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:248 msgid "It is generally discouraged to use a type name as a prefix of an identifier, like ``string strText`` or ``float fPower``, for example. An exception is made, however, for interfaces, which **should**, in fact, have an uppercase letter ``I`` prefixed to their names, like ``IInventoryHolder`` or ``IDamageable``." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:246 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:252 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:249 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:255 msgid "For instance, if you want to write code to find a nearby enemy and hit it with a weapon, prefer:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:255 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:261 msgid "Rather than:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:262 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:268 msgid "Implicitly typed local variables" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:264 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:270 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:294 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:300 msgid "Other considerations" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:296 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:302 msgid "Use explicit access modifiers." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:297 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:303 msgid "Use properties instead of non-private fields." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:298 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:304 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:300 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:306 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:301 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:307 msgid "Remove unused ``using`` statements and unnecessary parentheses." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:302 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:308 msgid "Consider omitting the default initial value for a type." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:303 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:309 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:304 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:310 msgid "Use safe cast when there is a possibility of the value being a different type, and use direct cast otherwise." msgstr "" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/index.pot b/sphinx/templates/getting_started/scripting/c_sharp/index.pot index 3073f2b088..37ca5d12cd 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/index.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/cross_language_scripting.pot b/sphinx/templates/getting_started/scripting/cross_language_scripting.pot index 3969005c6c..c760ba35fd 100644 --- a/sphinx/templates/getting_started/scripting/cross_language_scripting.pot +++ b/sphinx/templates/getting_started/scripting/cross_language_scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot index f0ff19e080..968a8b7119 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot index 18eeba087d..e533b7e63b 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -131,7 +131,7 @@ msgid "else" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:168 -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:802 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:804 msgid "for" msgstr "" @@ -140,7 +140,7 @@ msgid "See for_." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:170 -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:791 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:793 msgid "while" msgstr "" @@ -149,7 +149,7 @@ msgid "See while_." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:172 -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:837 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:839 msgid "match" msgstr "" @@ -439,1079 +439,1091 @@ msgid "Attribute reference" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:253 -msgid "``is``" +msgid "``foo()``" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:253 +msgid "Function call" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:255 +msgid "``is``" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:255 msgid "Instance type checker" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:255 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:257 msgid "``~``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:255 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:257 msgid "Bitwise NOT" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:257 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:259 msgid "``-x``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:257 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:259 msgid "Negative / Unary negation" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:259 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:261 msgid "``*`` ``/`` ``%``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:259 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:261 msgid "Multiplication / Division / Remainder" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:261 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:263 msgid "These operators have the same behavior as C++. Integer division is truncated rather than returning a fractional number, and the % operator is only available for ints (\"fmod\" for floats)" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:267 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:269 msgid "``+``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:267 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:269 msgid "Addition / Concatenation of arrays" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:269 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:271 msgid "``-``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:269 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:271 msgid "Subtraction" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:271 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:273 msgid "``<<`` ``>>``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:271 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:273 msgid "Bit shifting" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:273 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:275 msgid "``&``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:273 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:275 msgid "Bitwise AND" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:275 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:277 msgid "``^``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:275 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:277 msgid "Bitwise XOR" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:277 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:279 msgid "``|``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:277 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:279 msgid "Bitwise OR" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:279 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:281 msgid "``<`` ``>`` ``==`` ``!=`` ``>=`` ``<=``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:279 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:281 msgid "Comparisons" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:281 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:283 msgid "``in``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:281 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:283 msgid "Content test" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:283 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:285 msgid "``!`` ``not``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:283 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:285 msgid "Boolean NOT" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:285 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:287 msgid "``and`` ``&&``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:285 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:287 msgid "Boolean AND" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:287 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:289 msgid "``or`` ``||``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:287 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:289 msgid "Boolean OR" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:289 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:291 msgid "``if x else``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:289 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:291 msgid "Ternary if/else" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:291 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:293 msgid "``=`` ``+=`` ``-=`` ``*=`` ``/=`` ``%=`` ``&=`` ``|=``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:291 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:293 msgid "Assignment (lowest priority)" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:295 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:297 msgid "Literals" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:298 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:300 msgid "**Literal**" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:298 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:300 msgid "**Type**" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:300 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:302 msgid "``45``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:300 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:302 msgid "Base 10 integer" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:302 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:304 msgid "``0x8F51``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:302 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:304 msgid "Base 16 (hexadecimal) integer" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:304 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:306 msgid "``0b101010``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:304 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:306 msgid "Base 2 (binary) integer" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:306 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:308 msgid "``3.14``, ``58.1e-10``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:306 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:308 msgid "Floating-point number (real)" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:308 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:310 msgid "``\"Hello\"``, ``\"Hi\"``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:308 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:310 msgid "Strings" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:310 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:312 msgid "``\"\"\"Hello\"\"\"``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:310 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:312 msgid "Multiline string" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:312 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:314 msgid "``@\"Node/Label\"``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:312 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:314 msgid ":ref:`class_NodePath` or StringName" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:314 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:316 msgid "``$NodePath``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:314 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:316 msgid "Shorthand for ``get_node(\"NodePath\")``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:318 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:320 msgid "Comments" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:320 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:322 msgid "Anything from a ``#`` to the end of the line is ignored and is considered a comment." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:330 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:332 msgid "Built-in types" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:332 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:334 msgid "Built-in types are stack-allocated. They are passed as values. This means a copy is created on each assignment or when passing them as arguments to functions. The only exceptions are ``Array``\\ s and ``Dictionaries``, which are passed by reference so they are shared. (Pooled arrays such as ``PoolByteArray`` are still passed as values.)" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:339 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:341 msgid "Basic built-in types" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:341 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:343 msgid "A variable in GDScript can be assigned to several built-in types." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:344 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:346 msgid "null" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:346 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:348 msgid "``null`` is an empty data type that contains no information and can not be assigned any other value." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:350 -msgid "bool" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:352 +msgid ":ref:`bool `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:352 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:354 msgid "Short for \"boolean\", it can only contain ``true`` or ``false``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:355 -msgid "int" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:357 +msgid ":ref:`int `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:357 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:359 msgid "Short for \"integer\", it stores whole numbers (positive and negative). It is stored as a 64-bit value, equivalent to \"int64_t\" in C++." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:361 -msgid "float" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:363 +msgid ":ref:`float `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:363 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:365 msgid "Stores real numbers, including decimals, using floating-point values. It is stored as a 64-bit value, equivalent to \"double\" in C++. Note: Currently, data structures such as Vector2, Vector3, and PoolRealArray store 32-bit single-precision \"float\" values." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:369 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:371 msgid ":ref:`String `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:371 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:373 msgid "A sequence of characters in `Unicode format `_. Strings can contain `standard C escape sequences `_. GDScript also supports :ref:`doc_gdscript_printf`." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:377 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:379 msgid "Vector built-in types" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:380 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:382 msgid ":ref:`Vector2 `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:382 -msgid "2D vector type containing ``x`` and ``y`` fields. Can also be accessed as array." -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:386 -msgid ":ref:`Rect2 `" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:384 +msgid "2D vector type containing ``x`` and ``y`` fields. Can also be accessed as an array." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:388 +msgid ":ref:`Rect2 `" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:390 msgid "2D Rectangle type containing two vectors fields: ``position`` and ``size``. Also contains an ``end`` field which is ``position + size``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:392 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:394 msgid ":ref:`Vector3 `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:394 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:396 msgid "3D vector type containing ``x``, ``y`` and ``z`` fields. This can also be accessed as an array." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:398 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:400 msgid ":ref:`Transform2D `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:400 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:402 msgid "3×2 matrix used for 2D transforms." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:403 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:405 msgid ":ref:`Plane `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:405 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:407 msgid "3D Plane type in normalized form that contains a ``normal`` vector field and a ``d`` scalar distance." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:409 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:411 msgid ":ref:`Quat `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:411 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:413 msgid "Quaternion is a datatype used for representing a 3D rotation. It's useful for interpolating rotations." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:415 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:417 msgid ":ref:`AABB `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:417 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:419 msgid "Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position`` and ``size``. Also contains an ``end`` field which is ``position + size``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:422 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:424 msgid ":ref:`Basis `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:424 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:426 msgid "3x3 matrix used for 3D rotation and scale. It contains 3 vector fields (``x``, ``y`` and ``z``) and can also be accessed as an array of 3D vectors." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:429 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:431 msgid ":ref:`Transform `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:431 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:433 msgid "3D Transform contains a Basis field ``basis`` and a Vector3 field ``origin``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:435 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:437 msgid "Engine built-in types" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:438 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:440 msgid ":ref:`Color `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:440 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:442 msgid "Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can also be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:444 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:446 msgid ":ref:`NodePath `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:446 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:448 msgid "Compiled path to a node used mainly in the scene system. It can be easily assigned to, and from, a String." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:450 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:452 msgid ":ref:`RID `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:452 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:454 msgid "Resource ID (RID). Servers use generic RIDs to reference opaque data." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:455 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:457 msgid ":ref:`Object `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:457 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:459 msgid "Base class for anything that is not a built-in type." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:460 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:462 msgid "Container built-in types" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:463 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:465 msgid ":ref:`Array `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:465 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:467 msgid "Generic sequence of arbitrary object types, including other arrays or dictionaries (see below). The array can resize dynamically. Arrays are indexed starting from index ``0``. Negative indices count from the end." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:479 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:481 msgid "GDScript arrays are allocated linearly in memory for speed. Large arrays (more than tens of thousands of elements) may however cause memory fragmentation. If this is a concern, special types of arrays are available. These only accept a single data type. They avoid memory fragmentation and use less memory, but are atomic and tend to run slower than generic arrays. They are therefore only recommended to use for large data sets:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:486 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:488 msgid ":ref:`PoolByteArray `: An array of bytes (integers from 0 to 255)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:487 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:489 msgid ":ref:`PoolIntArray `: An array of integers." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:488 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:490 msgid ":ref:`PoolRealArray `: An array of floats." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:489 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:491 msgid ":ref:`PoolStringArray `: An array of strings." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:490 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:492 msgid ":ref:`PoolVector2Array `: An array of :ref:`Vector2 ` objects." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:491 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:493 msgid ":ref:`PoolVector3Array `: An array of :ref:`Vector3 ` objects." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:492 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:494 msgid ":ref:`PoolColorArray `: An array of :ref:`Color ` objects." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:495 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:497 msgid ":ref:`Dictionary `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:497 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:499 msgid "Associative container which contains values referenced by unique keys." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:510 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:512 msgid "Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:`` and doesn't use quotes to mark string keys (making for slightly less to write). Note however that like any GDScript identifier, keys written in this form cannot start with a digit." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:524 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:526 msgid "To add a key to an existing dictionary, access it like an existing key and assign to it::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:533 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:535 msgid "Data" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:536 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:538 msgid "Variables" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:538 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:540 msgid "Variables can exist as class members or local to functions. They are created with the ``var`` keyword and may, optionally, be assigned a value upon initialization." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:549 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:551 msgid "Variables can optionally have a type specification. When a type is specified, the variable will be forced to have always that same type, and trying to assign an incompatible value will raise an error." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:553 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:555 msgid "Types are specified in the variable declaration using a ``:`` (colon) symbol after the variable name, followed by the type." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:561 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:563 msgid "If the variable is initialized within the declaration, the type can be inferred, so it's possible to omit the type name::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:567 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:569 msgid "Type inference is only possible if the assigned value has a defined type, otherwise it will raise an error." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:570 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:572 msgid "Valid types are:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:572 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:574 msgid "Built-in types (Array, Vector2, int, String, etc.)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:573 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:575 msgid "Engine classes (Node, Resource, Reference, etc.)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:574 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:576 msgid "Constant names if they contain a script resource (``MyScript`` if you declared ``const MyScript = preload(\"res://my_script.gd\")``)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:575 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:577 msgid "Other classes in the same script, respecting scope (``InnerClass.NestedClass`` if you declared ``class NestedClass`` inside the ``class InnerClass`` in the same scope)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:576 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:578 msgid "Script classes declared with the ``class_name`` keyword." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:579 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:581 msgid "Casting" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:581 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:583 msgid "Values assigned to typed variables must have a compatible type. If it's needed to coerce a value to be of a certain type, in particular for object types, you can use the casting operator ``as``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:585 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:587 msgid "Casting between object types results in the same object if the value is of the same type or a subtype of the cast type." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:593 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:595 msgid "If the value is not a subtype, the casting operation will result in a ``null`` value." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:600 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:602 msgid "For built-in types, they will be forcibly converted if possible, otherwise the engine will raise an error." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:609 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:611 msgid "Casting is also useful to have better type-safe variables when interacting with the scene tree::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:619 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:621 msgid "Constants" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:621 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:623 msgid "Constants are similar to variables, but must be constants or constant expressions and must be assigned on initialization." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:635 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:637 msgid "Although the type of constants is inferred from the assigned value, it's also possible to add explicit type specification::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:641 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:643 msgid "Assigning a value of an incompatible type will raise an error." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:644 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:646 msgid "Enums" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:646 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:648 msgid "Enums are basically a shorthand for constants, and are pretty useful if you want to assign consecutive integers to some constant." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:649 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:651 msgid "If you pass a name to the enum, it will put all the keys inside a constant dictionary of that name." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:652 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:654 msgid "In Godot 3.1 and later, keys in a named enum are not registered as global constants. They should be accessed prefixed by the enum's name (``Name.KEY``); see an example below." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:672 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:674 msgid "Functions" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:674 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:676 msgid "Functions always belong to a `class `_. The scope priority for variable look-up is: local → class member → global. The ``self`` variable is always available and is provided as an option for accessing class members, but is not always required (and should *not* be sent as the function's first argument, unlike Python)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:687 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:689 msgid "A function can ``return`` at any point. The default return value is ``null``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:689 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:691 msgid "Functions can also have type specification for the arguments and for the return value. Types for arguments can be added in a similar way to variables::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:695 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:697 msgid "If a function argument has a default value, it's possible to infer the type::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:700 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:702 msgid "The return type of the function can be specified after the arguments list using the arrow token (``->``)::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:706 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:708 msgid "Functions that have a return type **must** return a proper value. Setting the type as ``void`` means the function doesn't return anything. Void functions can return early with the ``return`` keyword, but they can't return any value." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:715 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:717 msgid "Non-void functions must **always** return a value, so if your code has branching statements (such as an ``if``/``else`` construct), all the possible paths must have a return. E.g., if you have a ``return`` inside an ``if`` block but not after it, the editor will raise an error because if the block is not executed, the function won't have a valid value to return." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:723 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:725 msgid "Referencing functions" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:725 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:727 msgid "Contrary to Python, functions are *not* first-class objects in GDScript. This means they cannot be stored in variables, passed as an argument to another function or be returned from other functions. This is for performance reasons." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:729 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:731 msgid "To reference a function by name at run-time, (e.g. to store it in a variable, or pass it to another function as an argument) one must use the ``call`` or ``funcref`` helpers::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:743 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:745 msgid "Static functions" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:745 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:747 msgid "A function can be declared static. When a function is static, it has no access to the instance member variables or ``self``. This is mainly useful to make libraries of helper functions::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:754 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:756 msgid "Statements and control flow" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:756 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:758 msgid "Statements are standard and can be assignments, function calls, control flow structures, etc (see below). ``;`` as a statement separator is entirely optional." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:761 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:763 msgid "if/else/elif" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:763 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:765 msgid "Simple conditions are created by using the ``if``/``else``/``elif`` syntax. Parenthesis around conditions are allowed, but not required. Given the nature of the tab-based indentation, ``elif`` can be used instead of ``else``/``if`` to maintain a level of indentation." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:777 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:779 msgid "Short statements can be written on the same line as the condition::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:784 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:786 msgid "Sometimes, you might want to assign a different initial value based on a boolean expression. In this case, ternary-if expressions come in handy::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:793 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:795 msgid "Simple loops are created by using ``while`` syntax. Loops can be broken using ``break`` or continued using ``continue``:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:804 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:806 msgid "To iterate through a range, such as an array or table, a *for* loop is used. When iterating over an array, the current array element is stored in the loop variable. When iterating over a dictionary, the *index* is stored in the loop variable." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:839 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:841 msgid "A ``match`` statement is used to branch execution of a program. It's the equivalent of the ``switch`` statement found in many other languages, but offers some additional features." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:842 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:844 msgid "Basic syntax::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:853 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:855 msgid "**Crash-course for people who are familiar with switch statements**:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:855 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:857 msgid "Replace ``switch`` with ``match``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:856 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:858 msgid "Remove ``case``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:857 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:859 msgid "Remove any ``break``\\ s. If you don't want to ``break`` by default, you can use ``continue`` for a fallthrough." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:858 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:860 msgid "Change ``default`` to a single underscore." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:861 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:863 msgid "**Control flow**:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:863 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:865 msgid "The patterns are matched from top to bottom. If a pattern matches, the corresponding block will be executed. After that, the execution continues below the ``match`` statement. If you want to have a fallthrough, you can use ``continue`` to stop execution in the current block and check the ones below it." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:867 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:869 msgid "There are 6 pattern types:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:879 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:881 msgid "Constant pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:870 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:872 msgid "Constant primitives, like numbers and strings::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:891 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:893 msgid "Variable pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:882 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:884 msgid "Matches the contents of a variable/enum::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:905 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:907 msgid "Wildcard pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:894 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:896 msgid "This pattern matches everything. It's written as a single underscore." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:896 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:898 msgid "It can be used as the equivalent of the ``default`` in a ``switch`` statement in other languages::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:918 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:920 msgid "Binding pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:908 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:910 msgid "A binding pattern introduces a new variable. Like the wildcard pattern, it matches everything - and also gives that value a name. It's especially useful in array and dictionary patterns::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:939 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:941 msgid "Array pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:921 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:923 msgid "Matches an array. Every single element of the array pattern is a pattern itself, so you can nest them." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:923 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:925 msgid "The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:925 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:927 msgid "**Open-ended array**: An array can be bigger than the pattern by making the last subpattern ``..``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:927 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:929 msgid "Every subpattern has to be comma-separated." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:966 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:968 msgid "Dictionary pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:942 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:944 msgid "Works in the same way as the array pattern. Every key has to be a constant pattern." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:944 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:946 msgid "The size of the dictionary is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:946 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:948 msgid "**Open-ended dictionary**: A dictionary can be bigger than the pattern by making the last subpattern ``..``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:948 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:950 msgid "Every subpattern has to be comma separated." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:950 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:952 msgid "If you don't specify a value, then only the existence of the key is checked." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:952 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:954 msgid "A value pattern is separated from the key pattern with a ``:``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:979 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:981 msgid "Multiple patterns" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:969 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:971 msgid "You can also specify multiple patterns separated by a comma. These patterns aren't allowed to have any bindings in them." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:982 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:984 msgid "Classes" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:984 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:986 msgid "By default, all script files are unnamed classes. In this case, you can only reference them using the file's path, using either a relative or an absolute path. For example, if you name a script file ``character.gd``::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:997 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:999 msgid "Instead, you can give your class a name to register it as a new type in Godot's editor. For that, you use the ``class_name`` keyword. You can add an optional comma followed by a path to an image, to use it as an icon. Your class will then appear with its new icon in the editor::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1010 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1012 msgid "Here's a class file example:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1029 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1031 msgid "Godot's class syntax is compact: it can only contain member variables or functions. You can use static functions, but not static member variables. In the same way, the engine initializes variables every time you create an instance, and this includes arrays and dictionaries. This is in the spirit of thread safety, since scripts can be initialized in separate threads without the user knowing." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1037 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1039 msgid "Inheritance" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1039 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1041 msgid "A class (stored as a file) can inherit from:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1041 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1043 msgid "A global class." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1042 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1044 msgid "Another class file." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1043 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1045 msgid "An inner class inside another class file." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1045 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1047 msgid "Multiple inheritance is not allowed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1047 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1049 msgid "Inheritance uses the ``extends`` keyword::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1059 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1061 msgid "To check if a given instance inherits from a given class, the ``is`` keyword can be used::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1071 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1073 msgid "To call a function in a *parent class* (i.e. one ``extend``-ed in your current class), prepend ``.`` to the function name::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1076 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1078 msgid "This is especially useful because functions in extending classes replace functions with the same name in their parent classes. If you still want to call them, you can prefix them with ``.`` (like the ``super`` keyword in other languages)::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1084 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1086 msgid "Default functions like ``_init``, and most notifications such as ``_enter_tree``, ``_exit_tree``, ``_process``, ``_physics_process``, etc. are called in all parent classes automatically. There is no need to call them explicitly when overloading them." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1091 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1093 msgid "Class Constructor" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1093 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1095 msgid "The class constructor, called on class instantiation, is named ``_init``. As mentioned earlier, the constructors of parent classes are called automatically when inheriting a class. So, there is usually no need to call ``._init()`` explicitly." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1098 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1100 msgid "Unlike the call of a regular function, like in the above example with ``.some_func``, if the constructor from the inherited class takes arguments, they are passed like this::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1105 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1107 msgid "This is better explained through examples. Consider this scenario::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1125 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1127 msgid "There are a few things to keep in mind here:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1127 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1129 msgid "If the inherited class (``State.gd``) defines a ``_init`` constructor that takes arguments (``e`` in this case), then the inheriting class (``Idle.gd``) *must* define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1130 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1132 msgid "``Idle.gd`` can have a different number of arguments than the parent class ``State.gd``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1131 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1133 msgid "In the example above, ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed in to ``Idle.gd``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1133 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1135 msgid "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value to the ``State.gd`` parent class, even if it does nothing. This brings us to the fact that you can pass literals in the base constructor as well, not just variables. eg.::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1143 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1145 msgid "Inner classes" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1145 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1147 msgid "A class file can contain inner classes. Inner classes are defined using the ``class`` keyword. They are instanced using the ``ClassName.new()`` function." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1167 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1169 msgid "Classes as resources" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1169 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1171 msgid "Classes stored as files are treated as :ref:`resources `. They must be loaded from disk to access them in other classes. This is done using either the ``load`` or ``preload`` functions (see below). Instancing of a loaded class resource is done by calling the ``new`` function on the class object::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1185 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1187 msgid "Exports" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1189 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1191 msgid "Documentation about exports has been moved to :ref:`doc_gdscript_exports`." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1192 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1194 msgid "Setters/getters" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1194 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1196 msgid "It is often useful to know when a class' member variable changes for whatever reason. It may also be desired to encapsulate its access in some way." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1197 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1199 msgid "For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword. It is used directly after a variable definition:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1204 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1206 msgid "Whenever the value of ``variable`` is modified by an *external* source (i.e. not from local usage in the class), the *setter* function (``setterfunc`` above) will be called. This happens *before* the value is changed. The *setter* must decide what to do with the new value. Vice versa, when ``variable`` is accessed, the *getter* function (``getterfunc`` above) must ``return`` the desired value. Below is an example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1218 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1220 msgid "Either of the *setter* or *getter* functions can be omitted::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1225 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1227 msgid "Setters and getters are useful when :ref:`exporting variables ` to the editor in tool scripts or plugins, for validating input." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1228 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1230 msgid "As said, *local* access will *not* trigger the setter and getter. Here is an illustration of this:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1245 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1247 msgid "Tool mode" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1247 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1249 msgid "By default, scripts don't run inside the editor and only the exported properties can be changed. In some cases, it is desired that they do run inside the editor (as long as they don't execute game code or manually avoid doing so). For this, the ``tool`` keyword exists and must be placed at the top of the file::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1259 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1262 +msgid "See :ref:`doc_running_code_in_the_editor` for more information." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1264 msgid "Be cautious when freeing nodes with ``queue_free()`` or ``free()`` in a tool script (especially the script's owner itself). As tool scripts run their code in the editor, misusing them may lead to crashing the editor." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1265 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1270 msgid "Memory management" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1267 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1272 msgid "If a class inherits from :ref:`class_Reference`, then instances will be freed when no longer in use. No garbage collector exists, just reference counting. By default, all classes that don't define inheritance extend **Reference**. If this is not desired, then a class must inherit :ref:`class_Object` manually and must call instance.free(). To avoid reference cycles that can't be freed, a ``weakref`` function is provided for creating weak references." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1275 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1280 msgid "Alternatively, when not using references, the ``is_instance_valid(instance)`` can be used to check if an object has been freed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1287 msgid "Signals" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1284 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1289 msgid "Signals are a tool to emit messages from an object that other objects can react to. To create custom signals for a class, use the ``signal`` keyword." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1296 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1301 msgid "Signals are a `Callback `_ mechanism. They also fill the role of Observers, a common programming pattern. For more information, read the `Observer tutorial `_ in the Game Programming Patterns ebook." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1303 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1308 msgid "You can connect these signals to methods the same way you connect built-in signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody`." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1306 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1311 msgid "In the example below, we connect the ``health_depleted`` signal from a ``Character`` node to a ``Game`` node. When the ``Character`` node emits the signal, the game node's ``_on_Character_health_depleted`` is called::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1319 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1324 msgid "You can emit as many arguments as you want along with a signal." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1321 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1326 msgid "Here is an example where this is useful. Let's say we want a life bar on screen to react to health changes with an animation, but we want to keep the user interface separate from the player in our scene tree." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1325 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1330 msgid "In our ``Character.gd`` script, we define a ``health_changed`` signal and emit it with :ref:`Object.emit_signal() `, and from a ``Game`` node higher up our scene tree, we connect it to the ``Lifebar`` using the :ref:`Object.connect() ` method::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1365 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1370 msgid "To use signals, your class has to extend the ``Object`` class or any type extending it like ``Node``, ``KinematicBody``, ``Control``..." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1368 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1373 msgid "In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, then connect the character, that emits the signal, to the receiver, the ``Lifebar`` node in this case." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1382 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1387 msgid "This allows the ``Lifebar`` to react to health changes without coupling it to the ``Character`` node." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1385 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1390 msgid "You can write optional argument names in parentheses after the signal's definition::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1391 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1396 msgid "These arguments show up in the editor's node dock, and Godot can use them to generate callback functions for you. However, you can still emit any number of arguments when you emit signals; it's up to you to emit the correct values." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1397 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1402 msgid "GDScript can bind an array of values to connections between a signal and a method. When the signal is emitted, the callback method receives the bound values. These bound arguments are unique to each connection, and the values will stay the same." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1402 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1407 msgid "You can use this array of values to add extra constant information to the connection if the emitted signal itself doesn't give you access to all the data that you need." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1406 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1411 msgid "Building on the example above, let's say we want to display a log of the damage taken by each character on the screen, like ``Player1 took 22 damage.``. The ``health_changed`` signal doesn't give us the name of the character that took damage. So when we connect the signal to the in-game console, we can add the character's name in the binds array argument::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1420 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1425 msgid "Our ``BattleLog`` node receives each element in the binds array as an extra argument::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1432 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1437 msgid "Coroutines with yield" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1434 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1439 msgid "GDScript offers support for `coroutines `_ via the :ref:`yield` built-in function. Calling ``yield()`` will immediately return from the current function, with the current frozen state of the same function as the return value. Calling ``resume()`` on this resulting object will continue execution and return whatever the function returns. Once resumed, the state object becomes invalid. Here is an example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1454 -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1474 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1459 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1479 msgid "Will print::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1460 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1465 msgid "It is also possible to pass values between ``yield()`` and ``resume()``, for example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1481 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1486 msgid "Coroutines & signals" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1483 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1488 msgid "The real strength of using ``yield`` is when combined with signals. ``yield`` can accept two arguments, an object and a signal. When the signal is received, execution will recommence. Here are some examples::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1496 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1501 msgid "Coroutines themselves use the ``completed`` signal when they transition into an invalid state, for example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1507 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1512 msgid "``my_func`` will only continue execution once both buttons have been pressed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1510 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1515 msgid "Onready keyword" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1512 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1517 msgid "When using nodes, it's common to desire to keep references to parts of the scene in a variable. As scenes are only warranted to be configured when entering the active scene tree, the sub-nodes can only be obtained when a call to ``Node._ready()`` is made." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1524 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1529 msgid "This can get a little cumbersome, especially when nodes and external references pile up. For this, GDScript has the ``onready`` keyword, that defers initialization of a member variable until ``_ready()`` is called. It can replace the above code with a single line::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1532 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1537 msgid "Assert keyword" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1534 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1539 msgid "The ``assert`` keyword can be used to check conditions in debug builds. These assertions are ignored in non-debug builds. This means that the expression passed as argument won't be evaluated in a project exported in release mode. Due to this, assertions must **not** contain expressions that have side effects. Otherwise, the behavior of the script would vary depending on whether the project is run in a debug build." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1546 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1551 msgid "When running a project from the editor, the project will be paused if an assertion error occurs." msgstr "" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot index 5c950c5b09..db19a930cc 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot index fe384a453f..54de1100e9 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot index 89fd44bc49..738da09901 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,191 +20,357 @@ msgstr "" msgid "GDScript style guide" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:7 -msgid "Description" +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:6 +msgid "This style guide lists conventions to write elegant GDScript. The goal is to encourage writing clean, readable code and promote consistency across projects, discussions, and tutorials. Hopefully, this will also support the development of auto-formatting tools." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:9 -msgid "This styleguide lists conventions to write elegant GDScript. The goal is to encourage writing clean, readable code and promote consistency across projects, discussions, and tutorials. Hopefully, this will also encourage development of auto-formatting tools." +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:11 +msgid "Since GDScript is close to Python, this guide is inspired by Python's `PEP 8 `__ programming style guide." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:14 -msgid "Since GDScript is close to Python, this guide is inspired by Python's `PEP 8 `__ programming styleguide." +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:15 +msgid "Style guides aren't meant as hard rulebooks. At times, you may not be able to apply some of the guidelines below. When that happens, use your best judgment, and ask fellow developers for insights." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:18 -msgid "Godot's built-in script editor uses a lot of these conventions by default. Let it help you." +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:19 +msgid "In general, keeping your code consistent in your projects and within your team is more important than following this guide to a tee." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:22 -msgid "Code structure" +msgid "Godot's built-in script editor uses a lot of these conventions by default. Let it help you." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:25 -msgid "Indentation" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:27 -msgid "Indent type: Tabs *(editor default)*" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:29 -msgid "Indent size: 4 *(editor default)*" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:31 -msgid "Each indent level should be one greater than the block containing it." -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:33 -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:53 -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:96 -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:120 -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:140 -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:160 -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:262 -msgid "**Good**:" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:40 -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:61 -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:106 -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:127 -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:147 -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:170 -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:270 -msgid "**Bad**:" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:50 -msgid "Use 2 indent levels to distinguish continuation lines from regular code blocks." -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:70 -msgid "Blank lines" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:72 -msgid "Surround functions and class definitions with two blank lines:" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:87 -msgid "Use one blank line inside functions to separate logical sections." -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:90 -msgid "One statement per line" +msgid "Here is a complete class example based on these guidelines:" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:92 -msgid "Never combine multiple statements on a single line. No, C programmers, not with a single line conditional statement (except with the ternary operator)!" +msgid "Formatting" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:115 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:95 +msgid "Encoding and special characters" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:97 +msgid "Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor default)*" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:98 +msgid "Use one line feed character at the end of each file. *(editor default)*" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:99 +msgid "Use **UTF-8** encoding without a `byte order mark `_. *(editor default)*" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:100 +msgid "Use **Tabs** instead of spaces for indentation. *(editor default)*" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:103 +msgid "Indentation" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:105 +msgid "Each indent level should be one greater than the block containing it." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:107 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:127 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:178 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:208 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:233 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:253 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:279 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:568 +msgid "**Good**:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:114 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:135 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:188 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:215 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:240 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:260 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:289 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:576 +msgid "**Bad**:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:124 +msgid "Use 2 indent levels to distinguish continuation lines from regular code blocks." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:144 +msgid "Blank lines" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:146 +msgid "Surround functions and class definitions with two blank lines:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:161 +msgid "Use one blank line inside functions to separate logical sections." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:164 +msgid "Line length" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:166 +msgid "Keep individual lines of code under 100 characters." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:168 +msgid "If you can, try to keep lines under 80 characters. This helps to read the code on small displays and with two scripts opened side-by-side in an external text editor. For example, when looking at a differential revision." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:173 +msgid "One statement per line" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:175 +msgid "Never combine multiple statements on a single line. No, C programmers, not even with a single line conditional statement." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:196 +msgid "The only exception to that rule is the ternary operator:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:203 msgid "Avoid unnecessary parentheses" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:117 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:205 msgid "Avoid parentheses in expressions and conditional statements. Unless necessary for order of operations, they only reduce readability." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:135 -msgid "Comment spacing" +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:223 +msgid "Boolean operators" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:137 -msgid "Normal comments should start with a space, but comments which are disabled code should not. This helps differentiate text comments from disabled code." -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:155 -msgid "Whitespace" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:157 -msgid "Always use one space around operators and after commas. Avoid extra spaces in dictionary references and function calls, or to create \"columns.\"" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:180 -msgid "**NEVER**:" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:189 -msgid "Quotes" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:191 -msgid "Use double quotes unless single quotes make it possible to escape fewer characters in a given string. See the examples below:" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:209 -msgid "Naming conventions" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:211 -msgid "These naming conventions follow the Godot Engine style. Breaking these will make your code clash with the built-in naming conventions, which is ugly." -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:216 -msgid "Classes and nodes" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:218 -msgid "Use PascalCase: ``extends KinematicBody``" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:220 -msgid "Also when loading a class into a constant or variable:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:225 +msgid "Prefer the plain English versions of boolean operators, as they are the most accessible:" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:227 -msgid "Functions and variables" +msgid "Use ``and`` instead of ``&&``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:229 -msgid "Use snake\\_case: ``get_node()``" +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:228 +msgid "Use ``or`` instead of ``||``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:231 -msgid "Prepend a single underscore (\\_) to virtual methods (functions the user must override), private functions, and private variables: ``func _ready()``" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:236 -msgid "Signals" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:238 -msgid "Use past tense:" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:246 -msgid "Constants" +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:230 +msgid "You may also use parentheses around boolean operators to clear any ambiguity. This can make long expressions easier to read." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:248 -msgid "Use CONSTANT\\_CASE, all caps, with an underscore (\\_) to separate words: ``const MAX_SPEED = 200``" +msgid "Comment spacing" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:252 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:250 +msgid "Regular comments should start with a space, but not code that you comment out. This helps differentiate text comments from disabled code." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:269 +msgid "In the script editor, to toggle the selected code commented, press Ctrl K. This feature adds a single # sign at the start of the selected lines." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:274 +msgid "Whitespace" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:276 +msgid "Always use one space around operators and after commas. Also, avoid extra spaces in dictionary references and function calls." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:299 +msgid "Don't use spaces to align expressions vertically:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:308 +msgid "Quotes" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:310 +msgid "Use double quotes unless single quotes make it possible to escape fewer characters in a given string. See the examples below:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:330 +msgid "Naming conventions" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:332 +msgid "These naming conventions follow the Godot Engine style. Breaking these will make your code clash with the built-in naming conventions, leading to inconsistent code." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:337 +msgid "Classes and nodes" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:339 +msgid "Use PascalCase for class and node names:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:345 +msgid "Also use PascalCase when loading a class into a constant or a variable:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:352 +msgid "Functions and variables" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:354 +msgid "Use snake\\_case to name functions and variables:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:361 +msgid "Prepend a single underscore (\\_) to virtual methods functions the user must override, private functions, and private variables:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:370 +msgid "Signals" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:372 +msgid "Use the past tense to name signals:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:380 +msgid "Constants and enums" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:382 +msgid "Write constants with CONSTANT\\_CASE, that is to say in all caps with an underscore (\\_) to separate words:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:389 +msgid "Use PascalCase for enum *names* and CONSTANT\\_CASE for their members, as they are constants:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:403 +msgid "Code order" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:405 +msgid "This first section focuses on code order. For formatting, see :ref:`formatting`. For naming conventions, see :ref:`naming_conventions`." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:408 +msgid "We suggest to organize GDScript code this way:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:431 +msgid "We optimized the order to make it easy to read the code from top to bottom, to help developers reading the code for the first time understand how it works, and to avoid errors linked to the order of variable declarations." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:435 +msgid "This code order follows four rules of thumb:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:437 +msgid "Properties and signals come first, followed by methods." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:438 +msgid "Public comes before private." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:439 +msgid "Virtual callbacks come before the class's interface." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:440 +msgid "The object's construction and initialization functions, ``_init`` and ``_ready``, come before functions that modify the object at runtime." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:445 +msgid "Class declaration" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:447 +msgid "If the code is meant to run in the editor, place the ``tool`` keyword on the first line of the script." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:450 +msgid "Follow with the `class_name` if necessary. You can turn a GDScript file into a global type in your project using this feature. For more information, see :ref:`doc_gdscript`." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:454 +msgid "Then, add the `extends` keyword if the class extends a built-in type." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:456 +msgid "Following that, you should have the class's optional docstring as comments. You can use that to explain the role of your class to your teammates, how it works, and how other developers should use it, for example." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:468 +msgid "Signals and properties" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:470 +msgid "Write signal declarations, followed by properties, that is to say, member variables, after the docstring." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:473 +msgid "Enums should come after signals, as you can use them as export hints for other properties." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:476 +msgid "Then, write constants, exported variables, public, private, and onready variables, in that order." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:499 +msgid "The GDScript compiler evaluates onready variables right before the ``_ready`` callback. You can use that to cache node dependencies, that is to say, to get child nodes in the scene that your class relies on. This is what the example above shows." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:506 +msgid "Methods and static functions" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:508 +msgid "After the class's properties come the methods." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:510 +msgid "Start with the ``_init()`` callback method, that the engine will call upon creating the object in memory. Follow with the ``_ready()`` callback, that Godot calls when it adds a node to the scene tree." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:514 +msgid "These function should come first because they show how the object is initialized." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:517 +msgid "Other built-in virtual callbacks, like ``_unhandled_input()`` and ``_physics_process``, should come next. These control the object's main loop and interactions with the game engine." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:521 +msgid "The rest of the class's interface, public and private methods, come after that, in that order." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:558 msgid "Static typing" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:254 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:560 msgid "Since Godot 3.1, GDScript supports :ref:`optional static typing`." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:257 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:563 msgid "Type hints" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:259 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:565 msgid "Place the colon right after the variable's name, without a space, and let the GDScript compiler infer the variable's type when possible." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:278 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:584 msgid "When you let the compiler infer the type hint, write the colon and equal signs together: ``:=``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:284 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:590 msgid "Add a space on either sides of the return type arrow when defining functions." msgstr "" diff --git a/sphinx/templates/getting_started/scripting/gdscript/index.pot b/sphinx/templates/getting_started/scripting/gdscript/index.pot index f0eff7a491..99bdaca938 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/index.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot index aa7ba8d02d..950f696be1 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/index.pot b/sphinx/templates/getting_started/scripting/index.pot index b915bd1de6..837864121d 100644 --- a/sphinx/templates/getting_started/scripting/index.pot +++ b/sphinx/templates/getting_started/scripting/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot index 51cdfbc02c..2e5b5b1963 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/index.pot b/sphinx/templates/getting_started/scripting/visual_script/index.pot index 5fc4da5191..cc5b5276fe 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/index.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot index 2fff3300cf..c19b194b0c 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot index db121eba0c..452d0081cd 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/animations.pot b/sphinx/templates/getting_started/step_by_step/animations.pot index a16c58a3da..2c347098da 100644 --- a/sphinx/templates/getting_started/step_by_step/animations.pot +++ b/sphinx/templates/getting_started/step_by_step/animations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/exporting.pot b/sphinx/templates/getting_started/step_by_step/exporting.pot index 4f5179219e..5f4dcf4f5e 100644 --- a/sphinx/templates/getting_started/step_by_step/exporting.pot +++ b/sphinx/templates/getting_started/step_by_step/exporting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -45,194 +45,206 @@ msgid "In \"Dodge the Creeps\" we used keyboard controls to move the player's ch msgstr "" #: ../../docs/getting_started/step_by_step/exporting.rst:31 -msgid "By default Godot emulates mouse input from touch input. That means if anything is coded to happen on a mouse event, touch will trigger it as well. If you wish to disable that for whatever reason, or emulate touch from mouse input, you can do that in the \"Project Settings\" under *Input Devices* and *Pointing*" +msgid "By default Godot emulates mouse input from touch input. That means if anything is coded to happen on a mouse event, touch will trigger it as well. Godot can also emulate touch input from mouse clicks, which we will need to be able to keep playing our game on our computer after we switch to touch input. In the \"Project Settings\" under *Input Devices* and *Pointing*, set *Emulate Touch From Mouse* to \"On\"." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:38 -msgid "Before we change the input method, in the project settings go to *Display*, then click on *Window*. In the *Stretch* options, set *Mode* to \"2d\" and *Aspect* to \"keep\". This ensures that the game scales consistently on different sized screens." +#: ../../docs/getting_started/step_by_step/exporting.rst:39 +msgid "We also want to ensure that the game scales consistently on different-sized screens, so in the project settings go to *Display*, then click on *Window*. In the *Stretch* options, set *Mode* to \"2d\" and *Aspect* to \"keep\"." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:44 -msgid "Next, we need to modify the ``Player.gd`` script to change the input method. We'll remove the key inputs and make the player move towards a \"target\" that's set by the touch (or click) event." +#: ../../docs/getting_started/step_by_step/exporting.rst:43 +msgid "Since we are already in the *Window* settings, we should also set under *Handheld* the *Orientation* to \"portrait\"." msgstr "" #: ../../docs/getting_started/step_by_step/exporting.rst:48 +msgid "Next, we need to modify the ``Player.gd`` script to change the input method. We'll remove the key inputs and make the player move towards a \"target\" that's set by the touch (or click) event." +msgstr "" + +#: ../../docs/getting_started/step_by_step/exporting.rst:52 msgid "Here is the full script for the player, with comments noting what we've changed:" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:123 +#: ../../docs/getting_started/step_by_step/exporting.rst:129 +msgid "Setting a main scene" +msgstr "" + +#: ../../docs/getting_started/step_by_step/exporting.rst:131 +msgid "The main scene is the one that your game will start in. In *Project -> Project Settings -> Application -> Run*, set *Main Scene* to \"Main.tscn\" by clicking the folder icon and selecting it." +msgstr "" + +#: ../../docs/getting_started/step_by_step/exporting.rst:136 msgid "Export templates" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:125 +#: ../../docs/getting_started/step_by_step/exporting.rst:138 msgid "In order to export, you need to download the *export templates* from the http://godotengine.org/download. These templates are optimized versions of the engine without the editor pre-compiled for each platform . You can also download them in Godot by clicking on *Editor -> Manage Export Templates*:" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:132 +#: ../../docs/getting_started/step_by_step/exporting.rst:145 msgid "In the window that appears, you can click \"Download\" to get the template version that matches your version of Godot." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:137 +#: ../../docs/getting_started/step_by_step/exporting.rst:150 msgid "If you upgrade Godot, you must download templates that match the new version or your exported projects may not work correctly." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:141 +#: ../../docs/getting_started/step_by_step/exporting.rst:154 msgid "Export presets" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:143 -msgid "Next, you can configure the export settings by clicking on *Project -> Export*:" +#: ../../docs/getting_started/step_by_step/exporting.rst:156 +msgid "Next, you can configure the export settings by clicking on *Project -> Export*." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:147 +#: ../../docs/getting_started/step_by_step/exporting.rst:158 msgid "Create a new export preset by clicking \"Add...\" and selecting a platform. You can make as many presets as you like with different settings." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:150 +#: ../../docs/getting_started/step_by_step/exporting.rst:163 msgid "At the bottom of the window are two buttons. \"Export PCK/ZIP\" only creates a packed version of your project's data. This doesn't include an executable so the project can't be run on its own." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:154 +#: ../../docs/getting_started/step_by_step/exporting.rst:167 msgid "The second button, \"Export Project\", creates a complete executable version of your game, such as an `.apk` for Android or an `.exe` for Windows." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:157 +#: ../../docs/getting_started/step_by_step/exporting.rst:170 msgid "In the \"Resources\" and \"Features\" tabs, you can customize how the game is exported for each platform. We can leave those settings alone for now." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:161 +#: ../../docs/getting_started/step_by_step/exporting.rst:174 msgid "Exporting by platform" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:163 +#: ../../docs/getting_started/step_by_step/exporting.rst:176 msgid "In this section, we'll walk through the process for each platform, including any additional software or requirements you'll need." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:167 +#: ../../docs/getting_started/step_by_step/exporting.rst:180 msgid "PC (Linux/macOS/Windows)" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:169 +#: ../../docs/getting_started/step_by_step/exporting.rst:182 msgid "Exporting PC platforms works the same across the three supported operating systems. Open the export window and click \"Add..\" to create the preset(s) you want to make. Then click \"Export Project\" and choose a name and destination folder. Choose a location *outside* of your project folder." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:174 +#: ../../docs/getting_started/step_by_step/exporting.rst:187 msgid "Click \"Save\" and the engine will build the export files." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:176 +#: ../../docs/getting_started/step_by_step/exporting.rst:189 msgid "When exporting for macOS, if you export on a macOS computer, you'll end up with a `.dmg` file, while using Linux or Windows produces a `.zip`. In either case, the compressed file contains a macOS `.app` that you can double-click and run." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:181 +#: ../../docs/getting_started/step_by_step/exporting.rst:194 msgid "On Windows, if you want your exported executable to have a different icon than the default one, you need to change it manually. See: :ref:`doc_changing_application_icon_for_windows`." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:186 +#: ../../docs/getting_started/step_by_step/exporting.rst:199 msgid "Android" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:188 +#: ../../docs/getting_started/step_by_step/exporting.rst:201 msgid "Mobile devices come with a wide variety of capabilities. In most cases, Godot's default settings will work, but mobile development is sometimes more art than science, and you may need to do some experimenting and searching for help in order to get everything working." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:194 +#: ../../docs/getting_started/step_by_step/exporting.rst:207 msgid "Before you can export your project for Android, you must download the following software:" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:197 +#: ../../docs/getting_started/step_by_step/exporting.rst:210 msgid "Android SDK: https://developer.android.com/studio/" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:198 +#: ../../docs/getting_started/step_by_step/exporting.rst:211 msgid "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index.html" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:200 +#: ../../docs/getting_started/step_by_step/exporting.rst:213 msgid "When you run Android Studio for the first time, click on *Configure -> SDK Manager* and install \"Android SDK Platform Tools\". This installs the `adb` command-line tool that Godot uses to communicate with your device." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:204 +#: ../../docs/getting_started/step_by_step/exporting.rst:217 msgid "Next, create a debug keystore by running the following command on your system's command line:" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:211 +#: ../../docs/getting_started/step_by_step/exporting.rst:224 msgid "Click on *Editor -> Editor Settings* in Godot and select the *Export/Android* section. Here, you need to set the paths to the Android SDK applications on your system and the location of the keystore you just created." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:217 -msgid "Now you're ready to export. Click on *Project -> Export* and add a preset for Android (see above)." +#: ../../docs/getting_started/step_by_step/exporting.rst:230 +msgid "Now you're ready to export. Click on *Project -> Export* and add a preset for Android (see above). Select the Android Presets and under *Options* go to *Screen* and set *Orientation* to \"Portrait\"." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:220 +#: ../../docs/getting_started/step_by_step/exporting.rst:234 msgid "Click the \"Export Project\" button and Godot will build an APK you can download on your device. To do this on the command line, use the following:" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:227 +#: ../../docs/getting_started/step_by_step/exporting.rst:241 msgid "Your device may need to be in *developer mode*. Consult your device's documentation for details." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:230 +#: ../../docs/getting_started/step_by_step/exporting.rst:244 msgid "If your system supports it, connecting a compatible Android device will cause a \"One-click Deploy\" button to appear in Godot's playtest button area:" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:235 +#: ../../docs/getting_started/step_by_step/exporting.rst:249 msgid "Clicking this button builds the APK and copies it onto your device in one step." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:238 +#: ../../docs/getting_started/step_by_step/exporting.rst:252 msgid "iOS" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:240 +#: ../../docs/getting_started/step_by_step/exporting.rst:254 msgid "In order to build your game for iOS, you must have a computer running macOS with Xcode installed." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:243 +#: ../../docs/getting_started/step_by_step/exporting.rst:257 msgid "Before exporting, there are some settings that you *must* complete for the project to export successfully. First, the \"App Store Team Id\", which you can find by logging in to your Apple developer account and looking in the \"Membership\" section." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:247 +#: ../../docs/getting_started/step_by_step/exporting.rst:261 msgid "You must also provide icons and splash screen images as shown below:" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:251 +#: ../../docs/getting_started/step_by_step/exporting.rst:265 msgid "Click \"Export Project\" and select a destination folder." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:253 +#: ../../docs/getting_started/step_by_step/exporting.rst:267 msgid "Once you have successfully exported the project, you'll find the following folders and files have been created in your selected location:" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:258 +#: ../../docs/getting_started/step_by_step/exporting.rst:272 msgid "You can now open the project in Xcode and build the project for iOS. Xcode build procedure is beyond the scope of this tutorial. See https://help.apple.com/xcode/mac/current/#/devc8c2a6be1 for more information." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:264 +#: ../../docs/getting_started/step_by_step/exporting.rst:278 msgid "HTML5 (web)" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:266 +#: ../../docs/getting_started/step_by_step/exporting.rst:280 msgid "Click \"Export Project\" on the HTML5 preset. We don't need to change any of the default settings." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:269 +#: ../../docs/getting_started/step_by_step/exporting.rst:283 msgid "When the export is complete, you'll have a folder containing the following files:" msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:274 +#: ../../docs/getting_started/step_by_step/exporting.rst:288 msgid "Viewing the `.html` file in your browser lets you play the game. However, you can't open the file directly, it needs to be served by a web server. If you don't have one set up on your computer, you can search online to find suggestions for your specific OS." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:279 +#: ../../docs/getting_started/step_by_step/exporting.rst:293 msgid "Point your browser at the URL where you've placed the html file. You may have to wait a few moments while the game loads before you see the start screen." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:284 +#: ../../docs/getting_started/step_by_step/exporting.rst:298 msgid "The console window beneath the game tells you if anything goes wrong. You can disable it by setting \"Export With Debug\" off when you export the project." msgstr "" -#: ../../docs/getting_started/step_by_step/exporting.rst:287 +#: ../../docs/getting_started/step_by_step/exporting.rst:301 msgid "While WASM is supported in all major browsers, it is still an emerging technology and you may find some things that don't work. Make sure you have updated your browser to the most recent version, and report any bugs you find at the `Godot Github repository `_." msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/filesystem.pot b/sphinx/templates/getting_started/step_by_step/filesystem.pot index 2bf1a0d7ae..472b66d0e6 100644 --- a/sphinx/templates/getting_started/step_by_step/filesystem.pot +++ b/sphinx/templates/getting_started/step_by_step/filesystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot index 073f318c51..0b9a739ad2 100644 --- a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot +++ b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/index.pot b/sphinx/templates/getting_started/step_by_step/index.pot index 495dd373d1..ebc46c6340 100644 --- a/sphinx/templates/getting_started/step_by_step/index.pot +++ b/sphinx/templates/getting_started/step_by_step/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing.pot b/sphinx/templates/getting_started/step_by_step/instancing.pot index cc4610754c..1ed53f3280 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot index 86ce35d0ee..42ef07d626 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot index b7200d99d6..d5758be464 100644 --- a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -29,210 +29,138 @@ msgid "Project manager" msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:13 -msgid "When you launch Godot, the first window you’ll see is the Project Manager. It lets you create, remove, import or play game projects." +msgid "When you launch Godot, the first window you’ll see is the Project Manager. Since you have no projects there will be a popup asking if you want to open the asset library, just click cancel, we'll look at it later." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:16 -msgid "|image0|" +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:19 +msgid "Now you should see the project manager. It lets you create, remove, import or play game projects." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:18 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:24 msgid "In the top-right corner you’ll find a drop-down menu to change the editor’s language." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:21 -msgid "|image1|" -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:23 -msgid "From the **Templates** tab you can download open source project templates and demos to help you get started faster. Just select the template or demo you want, click download, once it's finished downloading click install and choose where you want the project to go." -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:28 -msgid "|image2|" -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:31 -msgid "Create or import a project" -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:33 -msgid "To create a new project, click the ``New Project`` button on the right. Give it a name and choose an empty folder on your computer to save it." -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:36 -msgid "|image3|" +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:29 +msgid "From the **Templates** tab you can download open source project templates and demos from the Asset Library to help you get started faster. Just select the template or demo you want, click download, once it's finished downloading click install and choose where you want the project to go. You can learn more about it in :ref:`doc_what_is_assetlib`." msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:38 +msgid "Create or import a project" +msgstr "" + +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:40 +msgid "To create a new project, click the ``New Project`` button on the right. Here you give it a name, choose an empty folder on your computer to save it to, and choose a renderer." +msgstr "" + +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:46 msgid "Click the Browse button to open Godot’s file browser and pick a location or type the folder’s path in the Project Path field." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:41 -msgid "|image4|" +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:51 +msgid "When you see the green tick on the right, it means the engine detects an empty folder. You can also click the ``Create Folder`` button next to your project name and an empty folder will be created with that name for the project." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:43 -msgid "When you see the green tick on the right, it means the engine detects an empty folder and you may click ``Create``. Godot will create the project for you and open it in the editor." +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:55 +msgid "Finally, you need to choose which renderer to use (OpenGL ES 3.0 or OpenGL ES 2.0). The advantages and disadvantages of each are listed to help you choose, and you can refer to :ref:`doc_gles2_gles3_differences` for more details. Note that you can change the backend from the project settings if you change your mind later on. For this tutorial either backend is fine." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:47 -msgid "The next time you’ll open Godot, you’ll see your new project in the list. Double click on it to open it in the editor." +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:61 +msgid "Once you are done click ``Create & Edit``. Godot will create the project for you and open it in the editor." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:50 -msgid "|image5|" +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:64 +msgid "The next time you open the project manager, you’ll see your new project in the list. Double click on it to open it in the editor." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:52 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:69 msgid "You can import existing projects in a similar way, using the Import button. Locate the folder that contains the project or the ``project.godot`` file to import and edit it." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:56 -msgid "|image7|" -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:58 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:75 msgid "When the folder path is correct, you'll see a green checkmark." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:60 -msgid "|image8|" -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:63 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:80 msgid "Your first look at Godot’s editor" msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:65 -msgid "Welcome to Godot! With your project open, you should see the editor’s interface with the 3D viewport active. You can change the current workspace at the top of the interface. Click on 2D to switch to the 2D workspace." -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:70 -msgid "|image9|" -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:72 -msgid "Now you should see this interface, with empty docks on the right side." -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:74 -msgid "|image10|" -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:76 -msgid "At the top, from left to right, you can see the **main menus**, the **workspaces**, and the **playtest buttons**." -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:79 -msgid "On the left side, you have the **FileSystem dock**, where you’ll manage your project files and assets." -msgstr "" - #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:82 -msgid "|image11|" -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:84 -msgid "On the right side, you’ll find the **Scene dock**, which lists the active scene’s content and the **Inspector** in the bottom right corner." +msgid "Welcome to Godot! With your project open, you should see the editor’s interface with empty docks on the right side." msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:87 -msgid "|image12|" +msgid "At the top, from left to right, you can see the **main menus**, the **workspaces**, and the **playtest buttons**." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:89 -msgid "In the center, you have the **Toolbar** at the top, where you’ll find tools to move, scale or lock your scene’s objects. It changes as you jump to different workspaces." -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:93 -msgid "|image13|" +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:90 +msgid "On the bottom left side, you have the **FileSystem dock**, where you’ll manage your project files and assets." msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:95 +msgid "On the right side, you’ll find the **Scene dock**, which lists the active scene’s content and the **Inspector** in the bottom right corner." +msgstr "" + +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:100 +msgid "In the center, you have the **Toolbar** at the top, where you’ll find tools to move, scale or lock your scene’s objects. It changes as you jump to different workspaces." +msgstr "" + +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:106 msgid "The **Bottom Panel** is the host for the debug console, the animation editor, the audio mixer… They are wide and can take precious space. That’s why they’re folded by default." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:99 -msgid "|image14|" -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:102 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:113 msgid "The workspaces" msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:104 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:115 msgid "You can see four workspace buttons at the top: 2D, 3D, Script and AssetLib." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:107 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:118 msgid "You’ll use the **2D workspace** for all types of games. In addition to 2D games, the 2D workspace is where you'll build your interfaces. Press F1 to access it." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:110 -msgid "|image15|" -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:112 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:123 msgid "In the **3D workspace**, you can work with meshes, lights, and design levels for 3D games. Press F2 to access it." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:115 -msgid "|image16|" -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:117 -msgid "Notice the text [perspective] under the toolbar, it is a button that opens a list of options related to the 3D viewport." -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:119 -msgid "|image20|" -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:121 -msgid "Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace**." -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:123 -msgid "The **Script** workspace is a complete code editor with a debugger, rich auto-completion, and built-in code reference. Press F3 to access it, and F4 to search the reference." -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:127 -msgid "|image17|" -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:129 -msgid "Finally the **AssetLib** is a library of Free add-ons, scripts and assets to use in your projects." +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:128 +msgid "Notice the perspective button under the toolbar, it opens a list of options related to the 3D viewport." msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:133 -msgid "Modify the interface" +msgid "Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace**." msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:135 -msgid "Godot’s interface lives in a single window. You cannot split it across multiple screens although you can work with an external code editor like Atom or Visual Studio for instance." +msgid "The **Script** workspace is a complete code editor with a debugger, rich auto-completion, and built-in code reference. Press F3 to access it, and F4 to search the reference." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:140 -msgid "Move and resize docks" -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:142 -msgid "Click and drag on the edge of any dock or panel to resize it horizontally or vertically." +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:141 +msgid "Finally the **AssetLib** is a library of Free add-ons, scripts and assets to use in your projects." msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:145 -msgid "|image18|" +msgid "Modify the interface" msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:147 -msgid "Click the three-dotted icon at the top of any dock to change its location." -msgstr "" - -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:150 -msgid "|image19|" +msgid "Godot’s interface lives in a single window. You cannot split it across multiple screens although you can work with an external code editor like Atom or Visual Studio for instance." msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:152 +msgid "Move and resize docks" +msgstr "" + +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:154 +msgid "Click and drag on the edge of any dock or panel to resize it horizontally or vertically." +msgstr "" + +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:159 +msgid "Click the three-dotted icon at the top of any dock to change its location." +msgstr "" + +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:164 msgid "Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and feel of the editor." msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/resources.pot b/sphinx/templates/getting_started/step_by_step/resources.pot index b696386f29..e13b05aac7 100644 --- a/sphinx/templates/getting_started/step_by_step/resources.pot +++ b/sphinx/templates/getting_started/step_by_step/resources.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scene_tree.pot b/sphinx/templates/getting_started/step_by_step/scene_tree.pot index 72ccc840f9..d7cb60a617 100644 --- a/sphinx/templates/getting_started/step_by_step/scene_tree.pot +++ b/sphinx/templates/getting_started/step_by_step/scene_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot index 92d27208b1..d63430ff11 100644 --- a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot +++ b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -113,142 +113,122 @@ msgid "Basically, the Godot editor is a **scene editor**. It has plenty of tools msgstr "" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:77 -msgid "Creating a new project" -msgstr "" - -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:79 -msgid "Let's make these abstract concepts more concrete with an example. Following a long tradition in tutorials, we'll start with a \"Hello World\" project. This will introduce us to using the editor." -msgstr "" - -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:83 -msgid "If you run the Godot executable outside of a project, the Project Manager appears. This helps developers manage their projects." -msgstr "" - -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:88 -msgid "To create a new project, click the \"New Project\" option. Choose and create a path for the project and specify the project name." -msgstr "" - -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:91 -msgid "You can also select the rendering backend at this stage (OpenGL ES 3.0 or OpenGL ES 2.0). The advantages and disadvantages of each are listed to help you choose, and you can refer to :ref:`doc_gles2_gles3_differences` for more details. Note that you can change the backend from the project settings if you change your mind later on. For this tutorial either backend is fine." -msgstr "" - -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:100 msgid "Editor" msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:102 -msgid "Once you've created the \"New Project\", then open it. This will open the Godot editor:" +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:79 +msgid "Open the project you made in :ref:`doc_intro_to_the_editor_interface`, or create a new one. This will open the Godot editor:" msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:107 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:84 msgid "As mentioned before, making games in Godot feels like being in a kitchen, so let's open the refrigerator and add some fresh nodes to the project. We'll begin with a \"Hello World\" message that we'll put on the screen." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:112 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:89 msgid "To do this we need to add a Label node. Press the \"Add Child Node\" button at the top left of the scene dock (the icon represents a plus symbol). This button is the main way to add new nodes to a scene, and will always add the chosen node as a child of the currently selected node (or, in an empty scene, as the \"root\" node)." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:120 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:97 msgid "In an empty scene (without root node), the scene dock shows several options to quickly add a root node to the scene. \"2D Scene\" adds a Node2D node, \"3D Scene\" adds a Spatial node, \"User Interface\" adds a Control node, and \"Custom Node\" which lets you select any node (so it is equivalent to pressing the \"Add Child Node\" button). You can also press the star-shaped icon to toggle the display of your favorited nodes." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:128 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:105 msgid "Note that these presets are here for convenience and are not mandatory for the different types of scenes. Not every 3D scene needs a Spatial node as its root node, likewise not every GUI or 2D scene needs a Control node or Node2D as their root node." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:133 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:110 msgid "Now, to add a label node to this scene you can click on the Custom Node button or the Add Node button at the top. In scenes that aren't empty you use the add node button to create every child node." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:139 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:116 msgid "This will open the Create Node dialog, showing the long list of nodes that can be created:" msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:144 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:121 msgid "From there, select the \"Label\" node first. Searching for it is probably the fastest way:" msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:149 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:126 msgid "And finally, create the Label! A lot happens when Create is pressed:" msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:153 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:130 msgid "First of all, the scene changes to the 2D editor (because Label is a 2D Node type), and the Label appears, selected, at the top left corner of the viewport." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:156 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:133 msgid "The node appears in the scene tree editor (box in the top right corner), and the label properties appear in the Inspector (box in the bottom right corner)." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:160 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:137 msgid "The next step will be to change the \"Text\" Property of the label. Let's change it to \"Hello World\":" msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:165 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:142 msgid "Ok, everything's ready to run the scene! Press the PLAY SCENE Button on the top bar (or hit F6):" msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:170 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:147 msgid "Aaaand... Oops." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:174 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:151 msgid "Scenes need to be saved to be run, so save the scene to something like Hello.tscn in Scene -> Save:" msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:179 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:156 msgid "And here's when something funny happens. The file dialog is a special file dialog, and only allows you to save inside the project. The project root is ``res://`` which means \"resource path\". This means that files can only be saved inside the project. For the future, when doing file operations in Godot, remember that ``res://`` is the resource path, and no matter the platform or install location, it is the way to locate where resource files are from inside the game." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:187 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:164 msgid "After saving the scene and pressing run scene again, the \"Hello World\" demo should finally execute:" msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:192 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:169 msgid "Success!" msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:196 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:173 msgid "If this doesn't immediately work and you have a hiDPI display on at least one of your monitors, go to **Project → Project Settings → Display → Window** then enable **Allow Hidpi** under **Dpi**." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:204 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:181 msgid "Configuring the project" msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:206 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:183 msgid "Ok, it's time to configure the project. Right now, the only way to run something is to execute the current scene. Projects, however, may have several scenes, so one of them must be set as the main scene. This is the scene that will be loaded any time the project is run." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:211 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:188 msgid "These settings are all stored in a project.godot file, which is a plaintext file in win.ini format (for easy editing). There are dozens of settings that you can change in this file to alter how a project executes. To simplify this process, Godot provides a project settings dialog, which acts as a sort of frontend to editing a project.godot file." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:217 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:194 msgid "To access that dialog, select Project -> Project Settings. Try it now." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:219 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:196 msgid "Once the window opens, let's select a main scene. Locate the `Application/Run/Main Scene` property and click on it to select 'Hello.tscn'." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:224 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:201 msgid "Now, with this change, when you press the regular Play button (or F5), this scene will run, no matter which scene is actively being edited." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:227 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:204 msgid "The project settings dialog provides a lot of options that can be saved to a project.godot file and shows their default values. If you change a value, a tick is marked to the left of its name. This means that the property will be saved to the project.godot file and remembered." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:232 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:209 msgid "As a side note, it is also possible to add custom configuration options and read them in at run-time using the :ref:`ProjectSettings ` singleton." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:236 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:213 msgid "To be continued..." msgstr "" -#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:238 +#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:215 msgid "This tutorial talked about \"scenes and nodes\", but so far there has been only *one* scene and *one* node! Don't worry, the next tutorial will expand on that..." msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/scripting.pot b/sphinx/templates/getting_started/step_by_step/scripting.pot index 56d0826416..451372a805 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot index 95d2c18d16..ae1250aa66 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/signals.pot b/sphinx/templates/getting_started/step_by_step/signals.pot index 667932df02..e50bbb63b0 100644 --- a/sphinx/templates/getting_started/step_by_step/signals.pot +++ b/sphinx/templates/getting_started/step_by_step/signals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot index 2d65f3bae6..01bcae4dc1 100644 --- a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot +++ b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/splash_screen.pot b/sphinx/templates/getting_started/step_by_step/splash_screen.pot index 4f2abc0f1e..36d0855763 100644 --- a/sphinx/templates/getting_started/step_by_step/splash_screen.pot +++ b/sphinx/templates/getting_started/step_by_step/splash_screen.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot index 049d0d39df..96d07bafd3 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot index d0df9e1967..79f82c9e76 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot index 3e090823da..79caea85a1 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot index 29f9503723..10a296e61e 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/your_first_game.pot b/sphinx/templates/getting_started/step_by_step/your_first_game.pot index b2d709efb2..adab7aac62 100644 --- a/sphinx/templates/getting_started/step_by_step/your_first_game.pot +++ b/sphinx/templates/getting_started/step_by_step/your_first_game.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -81,683 +81,687 @@ msgid "To begin, click the \"Add/Create a New Node\" button and add an :ref:`Are msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:70 +msgid "Godot will display a warning icon next to the node in the scene tree. You can ignore it for now. We will address it later." +msgstr "" + +#: ../../docs/getting_started/step_by_step/your_first_game.rst:73 msgid "With ``Area2D`` we can detect objects that overlap or run into the player. Change its name to ``Player`` by clicking on the node's name. This is the scene's root node. We can add additional nodes to the player to add functionality." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:75 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:78 msgid "Before we add any children to the ``Player`` node, we want to make sure we don't accidentally move or resize them by clicking on them. Select the node and click the icon to the right of the lock; its tooltip says \"Makes sure the object's children are not selectable.\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:82 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:85 msgid "Save the scene. Click Scene -> Save, or press ``Ctrl+S`` on Windows/Linux or ``Command+S`` on Mac." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:84 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:87 msgid "For this project, we will be following the Godot naming conventions." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:86 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:89 msgid "**GDScript**: Classes (nodes) use PascalCase, variables and functions use snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:90 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:93 msgid "**C#**: Classes, export variables and methods use PascalCase, private fields use _camelCase, local variables and parameters use camelCase (See :ref:`doc_c_sharp_styleguide`). Be careful to type the method names precisely when connecting signals." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:97 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:100 msgid "Sprite animation" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:99 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:102 msgid "Click on the ``Player`` node and add an :ref:`AnimatedSprite ` node as a child. The ``AnimatedSprite`` will handle the appearance and animations for our player. Notice that there is a warning symbol next to the node. An ``AnimatedSprite`` requires a :ref:`SpriteFrames ` resource, which is a list of the animations it can display. To create one, find the ``Frames`` property in the Inspector and click \"[empty]\" -> \"New SpriteFrames\". This should automatically open the SpriteFrames panel." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:110 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:113 msgid "On the left is a list of animations. Click the \"default\" one and rename it to \"right\". Then click the \"Add\" button to create a second animation named \"up\". Drag the two images for each animation, named ``playerGrey_up[1/2]`` and ``playerGrey_walk[1/2]``, into the \"Animation Frames\" side of the panel:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:117 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:120 msgid "The player images are a bit too large for the game window, so we need to scale them down. Click on the ``AnimatedSprite`` node and set the ``Scale`` property to ``(0.5, 0.5)``. You can find it in the Inspector under the ``Node2D`` heading." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:124 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:127 msgid "Finally, add a :ref:`CollisionShape2D ` as a child of ``Player``. This will determine the player's \"hitbox\", or the bounds of its collision area. For this character, a ``CapsuleShape2D`` node gives the best fit, so next to \"Shape\" in the Inspector, click \"[empty]\"\" -> \"New CapsuleShape2D\". Using the two size handles, resize the shape to cover the sprite:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:133 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:136 msgid "When you're finished, your ``Player`` scene should look like this:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:138 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:141 msgid "Moving the player" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:140 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:143 msgid "Now we need to add some functionality that we can't get from a built-in node, so we'll add a script. Click the ``Player`` node and click the \"Add Script\" button:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:146 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:149 msgid "In the script settings window, you can leave the default settings alone. Just click \"Create\":" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:149 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:152 msgid "If you're creating a C# script or other languages, select the language from the `language` drop down menu before hitting create." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:154 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:157 msgid "If this is your first time encountering GDScript, please read :ref:`doc_scripting` before continuing." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:157 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:160 msgid "Start by declaring the member variables this object will need:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:178 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:181 msgid "Using the ``export`` keyword on the first variable ``speed`` allows us to set its value in the Inspector. This can be handy for values that you want to be able to adjust just like a node's built-in properties. Click on the ``Player`` node and you'll see the property now appears in the \"Script Variables\" section of the Inspector. Remember, if you change the value here, it will override the value written in the script." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:185 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:188 msgid "If you're using C#, you need to (re)build the project assemblies whenever you want to see new export variables or signals. This build can be manually triggered by clicking the word \"Mono\" at the bottom of the editor window to reveal the Mono Panel, then clicking the \"Build Project\" button." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:193 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:196 msgid "The ``_ready()`` function is called when a node enters the scene tree, which is a good time to find the size of the game window:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:209 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:212 msgid "Now we can use the ``_process()`` function to define what the player will do. ``_process()`` is called every frame, so we'll use it to update elements of our game, which we expect will change often. For the player, we need to do the following:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:214 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:217 msgid "Check for input." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:215 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:218 msgid "Move in the given direction." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:216 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:219 msgid "Play the appropriate animation." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:218 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:221 msgid "First, we need to check for input - is the player pressing a key? For this game, we have 4 direction inputs to check. Input actions are defined in the Project Settings under \"Input Map\". Here, you can define custom events and assign different keys, mouse events, or other inputs to them. For this demo, we will use the default events that are assigned to the arrow keys on the keyboard." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:225 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:228 msgid "You can detect whether a key is pressed using ``Input.is_action_pressed()``, which returns ``true`` if it is pressed or ``false`` if it isn't." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:287 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:290 msgid "We start by setting the ``velocity`` to ``(0, 0)`` - by default the player should not be moving. Then we check each input and add/subtract from the ``velocity`` to obtain a total direction. For example, if you hold ``right`` and ``down`` at the same time, the resulting ``velocity`` vector will be ``(1, 1)``. In this case, since we're adding a horizontal and a vertical movement, the player would move *faster* than if it just moved horizontally." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:294 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:297 msgid "We can prevent that if we *normalize* the velocity, which means we set its *length* to ``1``, and multiply by the desired speed. This means no more fast diagonal movement." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:298 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:301 msgid "If you've never used vector math before, or need a refresher, you can see an explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to know but won't be necessary for the rest of this tutorial." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:302 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:305 msgid "We also check whether the player is moving so we can start or stop the AnimatedSprite animation." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:305 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:308 msgid "In GDScript, ``$`` returns the node at the relative path from the current node, or returns ``null`` if the node is not found. Since AnimatedSprite is a child of the current node, we can use ``$AnimatedSprite``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:308 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:311 msgid "``$`` is shorthand for ``get_node()``. So in the code above, ``$AnimatedSprite.play()`` is the same as ``get_node(\"AnimatedSprite\").play()``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:311 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:314 msgid "Now that we have a movement direction, we can update the player's position. We can also use ``clamp()`` to prevent it from leaving the screen. *Clamping* a value means restricting it to a given range. Add the following to the bottom of the ``_process`` function:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:332 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:335 msgid "The `delta` parameter in the `_process()` function refers to the *frame length* - the amount of time that the previous frame took to complete. Using this value ensures that your movement will remain consistent even if the frame rate changes." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:337 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:340 msgid "Click \"Play Scene\" (``F6``) and confirm you can move the player around the screen in all directions. The console output that opens upon playing the scene can be closed by clicking ``Output`` (which should be highlighted in blue) in the lower left of the Bottom Panel." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:342 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:345 msgid "If you get an error in the \"Debugger\" panel that refers to a \"null instance\", this likely means you spelled the node name wrong. Node names are case-sensitive and ``$NodeName`` or ``get_node(\"NodeName\")`` must match the name you see in the scene tree." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:347 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:350 msgid "Choosing animations" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:349 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:352 msgid "Now that the player can move, we need to change which animation the AnimatedSprite is playing based on direction. We have a \"right\" animation, which should be flipped horizontally using the ``flip_h`` property for left movement, and an \"up\" animation, which should be flipped vertically with ``flip_v`` for downward movement. Let's place this code at the end of our ``_process()`` function:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:383 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:386 msgid "The boolean assignments in the code above are a common shorthand for programmers. Consider this code versus the shortened boolean assignment above:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:402 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:405 msgid "Play the scene again and check that the animations are correct in each of the directions. When you're sure the movement is working correctly, add this line to ``_ready()``, so the player will be hidden when the game starts:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:417 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:420 msgid "Preparing for collisions" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:419 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:422 msgid "We want ``Player`` to detect when it's hit by an enemy, but we haven't made any enemies yet! That's OK, because we're going to use Godot's *signal* functionality to make it work." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:423 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:426 msgid "Add the following at the top of the script, after ``extends Area2d``:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:437 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:440 msgid "This defines a custom signal called \"hit\" that we will have our player emit (send out) when it collides with an enemy. We will use ``Area2D`` to detect the collision. Select the ``Player`` node and click the \"Node\" tab next to the Inspector tab to see the list of signals the player can emit:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:444 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:447 msgid "Notice our custom \"hit\" signal is there as well! Since our enemies are going to be ``RigidBody2D`` nodes, we want the ``body_entered( Object body )`` signal; this will be emitted when a body contacts the player. Click \"Connect..\" and then \"Connect\" again on the \"Connecting Signal\" window. We don't need to change any of these settings - Godot will automatically create a function in your player's script. This function will be called whenever the signal is emitted - it *handles* the signal." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:453 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:456 msgid "When connecting a signal, instead of having Godot create a function for you, you can also give the name of an existing function that you want to link the signal to." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:457 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:460 msgid "Add this code to the function:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:476 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:479 msgid "Each time an enemy hits the player, the signal is going to be emitted. We need to disable the player's collision so that we don't trigger the ``hit`` signal more than once." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:480 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:483 msgid "Disabling the area's collision shape can cause an error if it happens in the middle of the engine's collision processing. Using ``set_deferred()`` allows us to have Godot wait to disable the shape until it's safe to do so." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:485 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:488 msgid "The last piece for our player is to add a function we can call to reset the player when starting a new game." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:506 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:509 msgid "Enemy scene" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:508 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:511 msgid "Now it's time to make the enemies our player will have to dodge. Their behavior will not be very complex: mobs will spawn randomly at the edges of the screen and move in a random direction in a straight line, then despawn when they go offscreen." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:513 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:516 msgid "We will build this into a ``Mob`` scene, which we can then *instance* to create any number of independent mobs in the game." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:517 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:520 msgid "Node setup" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:519 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:522 msgid "Click Scene -> New Scene and we'll create the Mob." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:521 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:524 msgid "The Mob scene will use the following nodes:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:523 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:526 msgid ":ref:`RigidBody2D ` (named ``Mob``)" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:525 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:528 msgid ":ref:`AnimatedSprite `" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:526 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:529 msgid ":ref:`CollisionShape2D `" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:527 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:530 msgid ":ref:`VisibilityNotifier2D ` (named ``Visibility``)" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:529 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:532 msgid "Don't forget to set the children so they can't be selected, like you did with the Player scene." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:532 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:535 msgid "In the :ref:`RigidBody2D ` properties, set ``Gravity Scale`` to ``0``, so the mob will not fall downward. In addition, under the ``PhysicsBody2D`` section, click the ``Mask`` property and uncheck the first box. This will ensure the mobs do not collide with each other." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:539 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:542 msgid "Set up the :ref:`AnimatedSprite ` like you did for the player. This time, we have 3 animations: ``fly``, ``swim``, and ``walk``. Set the ``Playing`` property in the Inspector to \"On\" and adjust the \"Speed (FPS)\" setting as shown below. We'll select one of these animations randomly so that the mobs will have some variety." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:546 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:549 msgid "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:548 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:551 msgid "Like the player images, these mob images need to be scaled down. Set the ``AnimatedSprite``'s ``Scale`` property to ``(0.75, 0.75)``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:551 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:554 msgid "As in the ``Player`` scene, add a ``CapsuleShape2D`` for the collision. To align the shape with the image, you'll need to set the ``Rotation Degrees`` property to ``90`` under ``Node2D``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:556 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:559 msgid "Enemy script" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:558 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:561 msgid "Add a script to the ``Mob`` and add the following member variables:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:584 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:587 msgid "When we spawn a mob, we'll pick a random value between ``min_speed`` and ``max_speed`` for how fast each mob will move (it would be boring if they were all moving at the same speed). We also have an array containing the names of the three animations, which we'll use to select a random one. Make sure you've spelled these the same in the script and in the SpriteFrames resource." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:590 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:593 msgid "Now let's look at the rest of the script. In ``_ready()`` we randomly choose one of the three animation types:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:609 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:612 msgid "You must use ``randomize()`` if you want your sequence of \"random\" numbers to be different every time you run the scene. We're going to use ``randomize()`` in our ``Main`` scene, so we won't need it here. ``randi() % n`` is the standard way to get a random integer between ``0`` and ``n-1``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:615 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:618 msgid "The last piece is to make the mobs delete themselves when they leave the screen. Connect the ``screen_exited()`` signal of the ``Visibility`` node and add this code:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:632 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:635 msgid "This completes the `Mob` scene." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:635 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:638 msgid "Main scene" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:637 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:640 msgid "Now it's time to bring it all together. Create a new scene and add a :ref:`Node ` named ``Main``. Click the \"Instance\" button and select your saved ``Player.tscn``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:643 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:646 msgid "See :ref:`doc_instancing` to learn more about instancing." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:645 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:648 msgid "Now, add the following nodes as children of ``Main``, and name them as shown (values are in seconds):" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:648 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:651 msgid ":ref:`Timer ` (named ``MobTimer``) - to control how often mobs spawn" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:649 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:652 msgid ":ref:`Timer ` (named ``ScoreTimer``) - to increment the score every second" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:650 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:653 msgid ":ref:`Timer ` (named ``StartTimer``) - to give a delay before starting" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:651 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:654 msgid ":ref:`Position2D ` (named ``StartPosition``) - to indicate the player's start position" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:653 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:656 msgid "Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:656 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:659 msgid "``MobTimer``: ``0.5``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:657 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:660 msgid "``ScoreTimer``: ``1``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:658 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:661 msgid "``StartTimer``: ``2``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:660 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:663 msgid "In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and set ``Position`` of the ``StartPosition`` node to ``(240, 450)``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:664 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:667 msgid "Spawning mobs" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:666 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:669 msgid "The Main node will be spawning new mobs, and we want them to appear at a random location on the edge of the screen. Add a :ref:`Path2D ` node named ``MobPath`` as a child of ``Main``. When you select ``Path2D``, you will see some new buttons at the top of the editor:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:673 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:676 msgid "Select the middle one (\"Add Point\") and draw the path by clicking to add the points at the corners shown. To have the points snap to the grid, make sure \"Snap to Grid\" is checked. This option can be found under the \"Snapping options\" button to the left of the \"Lock\" button, appearing as a series of three vertical dots." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:681 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:684 msgid "Draw the path in *clockwise* order, or your mobs will spawn pointing *outwards* instead of *inwards*!" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:684 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:687 msgid "After placing point ``4`` in the image, click the \"Close Curve\" button and your curve will be complete." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:687 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:690 msgid "Now that the path is defined, add a :ref:`PathFollow2D ` node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node will automatically rotate and follow the path as it moves, so we can use it to select a random position and direction along the path." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:693 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:696 msgid "Main script" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:695 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:698 msgid "Add a script to ``Main``. At the top of the script, we use ``export (PackedScene)`` to allow us to choose the Mob scene we want to instance." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:735 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:738 msgid "Drag ``Mob.tscn`` from the \"FileSystem\" panel and drop it in the ``Mob`` property under the Script Variables of the ``Main`` node." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:738 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:741 msgid "Next, click on the Player and connect the ``hit`` signal. We want to make a new function named ``game_over``, which will handle what needs to happen when a game ends. Type \"game_over\" in the \"Method In Node\" box at the bottom of the \"Connecting Signal\" window. Add the following code, as well as a ``new_game`` function to set everything up for a new game:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:775 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:778 msgid "Now connect the ``timeout()`` signal of each of the Timer nodes (``StartTimer``, ``ScoreTimer`` ,and ``MobTimer``) to the main script. ``StartTimer`` will start the other two timers. ``ScoreTimer`` will increment the score by 1." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:802 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:805 msgid "In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a random starting location along the ``Path2D``, and set the mob in motion. The ``PathFollow2D`` node will automatically rotate as it follows the path, so we will use that to select the mob's direction as well as its position." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:808 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:811 msgid "Note that a new instance must be added to the scene using ``add_child()``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:857 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:860 msgid "In functions requiring angles, GDScript uses *radians*, not degrees. If you're more comfortable working with degrees, you'll need to use the ``deg2rad()`` and ``rad2deg()`` functions to convert between the two." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:863 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:866 msgid "HUD" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:865 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:868 msgid "The final piece our game needs is a UI: an interface to display things like score, a \"game over\" message, and a restart button. Create a new scene, and add a :ref:`CanvasLayer ` node named ``HUD``. \"HUD\" stands for \"heads-up display\", an informational display that appears as an overlay on top of the game view." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:871 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:874 msgid "The :ref:`CanvasLayer ` node lets us draw our UI elements on a layer above the rest of the game, so that the information it displays isn't covered up by any game elements like the player or mobs." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:875 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:878 msgid "The HUD displays the following information:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:877 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:880 msgid "Score, changed by ``ScoreTimer``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:878 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:881 msgid "A message, such as \"Game Over\" or \"Get Ready!\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:879 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:882 msgid "A \"Start\" button to begin the game." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:881 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:884 msgid "The basic node for UI elements is :ref:`Control `. To create our UI, we'll use two types of :ref:`Control ` nodes: :ref:`Label ` and :ref:`Button `." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:885 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:888 msgid "Create the following as children of the ``HUD`` node:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:887 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:890 msgid ":ref:`Label ` named ``ScoreLabel``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:888 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:891 msgid ":ref:`Label ` named ``MessageLabel``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:889 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:892 msgid ":ref:`Button ` named ``StartButton``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:890 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:893 msgid ":ref:`Timer ` named ``MessageTimer``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:892 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:895 msgid "Click on the ``ScoreLabel`` and type a number into the *Text* field in the Inspector. The default font for ``Control`` nodes is small and doesn't scale well. There is a font file included in the game assets called \"Xolonium-Regular.ttf\". To use this font, do the following for each of the three ``Control`` nodes:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:898 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:901 msgid "Under \"Custom Fonts\", choose \"New DynamicFont\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:902 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:905 msgid "Click on the \"DynamicFont\" you added, and under \"Font/Font Data\", choose \"Load\" and select the \"Xolonium-Regular.ttf\" file. You must also set the font's ``Size``. A setting of ``64`` works well." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:908 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:911 msgid "**Anchors and Margins:** ``Control`` nodes have a position and size, but they also have anchors and margins. Anchors define the origin - the reference point for the edges of the node. Margins update automatically when you move or resize a control node. They represent the distance from the control node's edges to its anchor. See :ref:`doc_design_interfaces_with_the_control_nodes` for more details." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:915 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:918 msgid "Arrange the nodes as shown below. Click the \"Layout\" button to set a Control node's layout:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:920 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:923 msgid "You can drag the nodes to place them manually, or for more precise placement, use the following settings:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:924 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:927 msgid "ScoreLabel" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:926 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:929 msgid "*Text* : ``0``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:927 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:930 msgid "*Layout* : \"Top Wide\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:928 -#: ../../docs/getting_started/step_by_step/your_first_game.rst:935 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:931 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:938 msgid "*Align* : \"Center\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:931 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:934 msgid "MessageLabel" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:933 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:936 msgid "*Text* : ``Dodge the Creeps!``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:934 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:937 msgid "*Layout* : \"HCenter Wide\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:936 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:939 msgid "*Autowrap* : \"On\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:939 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:942 msgid "StartButton" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:941 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:944 msgid "*Text* : ``Start``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:942 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:945 msgid "*Layout* : \"Center Bottom\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:943 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:946 msgid "*Margin* :" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:945 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:948 msgid "Top: ``-200``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:946 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:949 msgid "Bottom: ``-100``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:948 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:951 msgid "Now add this script to ``HUD``:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:967 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:970 msgid "The ``start_game`` signal tells the ``Main`` node that the button has been pressed." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:989 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:992 msgid "This function is called when we want to display a message temporarily, such as \"Get Ready\". On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One Shot`` property to \"On\"." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1024 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1027 msgid "This function is called when the player loses. It will show \"Game Over\" for 2 seconds, then return to the title screen and, after a brief pause, show the \"Start\" button." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1028 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1031 msgid "When you need to pause for a brief time, an alternative to using a Timer node is to use the SceneTree's ``create_timer()`` function. This can be very useful to delay, such as in the above code, where we want to wait a little bit of time before showing the \"Start\" button." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1046 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1049 msgid "This function is called by ``Main`` whenever the score changes." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1048 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1051 msgid "Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` signal of ``StartButton``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1075 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1078 msgid "Connecting HUD to Main" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1077 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1080 msgid "Now that we're done creating the ``HUD`` scene, save it and go back to ``Main``. Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene, and place it at the bottom of the tree. The full tree should look like this, so make sure you didn't miss anything:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1084 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1087 msgid "Now we need to connect the ``HUD`` functionality to our ``Main`` script. This requires a few additions to the ``Main`` scene:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1087 -msgid "In the Node tab, connect the HUD's ``start_game`` signal to the ``new_game()`` function." +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1090 +msgid "In the Node tab, connect the HUD's ``start_game`` signal to the ``new_game()`` function of the Main node." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1090 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1093 msgid "In ``new_game()``, update the score display and show the \"Get Ready\" message:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1105 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1108 msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1116 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1119 msgid "Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in sync with the changing score:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1128 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1131 msgid "Now you're ready to play! Click the \"Play the Project\" button. You will be asked to select a main scene, so choose ``Main.tscn``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1132 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1135 msgid "Removing old creeps" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1134 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1137 msgid "If you play until \"Game Over\" and then start a new game the creeps from the previous game are still on screen. It would be better if they all disappeared at the start of a new game." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1138 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1141 msgid "We'll use the ``start_game`` signal that's already being emitted by the ``HUD`` node to remove the remaining creeps. We can't use the editor to connect the signal to the mobs in the way we need because there are no ``Mob`` nodes in the ``Main`` scene tree until we run the game. Instead we'll use code." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1143 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1146 msgid "Start by adding a new function to ``Mob.gd``. ``queue_free()`` will delete the current node at the end of the current frame." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1159 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1162 msgid "Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` function, at the end." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1171 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1174 msgid "This line tells the new Mob node (referenced by the ``mob`` variable) to respond to any ``start_game`` signal emitted by the ``HUD`` node by running its ``_on_start_game()`` function." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1176 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1179 msgid "Finishing up" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1178 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1181 msgid "We have now completed all the functionality for our game. Below are some remaining steps to add a bit more \"juice\" to improve the game experience. Feel free to expand the gameplay with your own ideas." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1183 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1186 msgid "Background" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1185 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1188 msgid "The default gray background is not very appealing, so let's change its color. One way to do this is to use a :ref:`ColorRect ` node. Make it the first node under ``Main`` so that it will be drawn behind the other nodes. ``ColorRect`` only has one property: ``Color``. Choose a color you like and drag the size of the ``ColorRect`` so that it covers the screen." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1192 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1195 msgid "You could also add a background image, if you have one, by using a ``Sprite`` node." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1196 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1199 msgid "Sound effects" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1198 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1201 msgid "Sound and music can be the single most effective way to add appeal to the game experience. In your game assets folder, you have two sound files: \"House In a Forest Loop.ogg\" for background music, and \"gameover.wav\" for when the player loses." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1203 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1206 msgid "Add two :ref:`AudioStreamPlayer ` nodes as children of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On each one, click on the ``Stream`` property, select \"Load\", and choose the corresponding audio file." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1208 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1211 msgid "To play the music, add ``$Music.play()`` in the ``new_game()`` function and ``$Music.stop()`` in the ``game_over()`` function." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1211 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1214 msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1214 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1217 msgid "Keyboard Shortcut" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1216 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1219 msgid "Since the game is played with keyboard controls, it would be convenient if we could also start the game by pressing a key on the keyboard. One way to do this is using the \"Shortcut\" property of the ``Button`` node." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1220 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1223 msgid "In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* property in the Inspector. Select \"New Shortcut\" and click on the \"Shortcut\" item. A second *Shortcut* property will appear. Select \"New InputEventAction\" and click the new \"InputEvent\". Finally, in the *Action* property, type the name ``ui_select``. This is the default input event associated with the spacebar." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1228 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1231 msgid "Now when the start button appears, you can either click it or press the spacebar to start the game." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1232 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1235 msgid "Project files" msgstr "" @@ -765,11 +769,11 @@ msgstr "" msgid "You can find a completed version of this project at these locations:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1235 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1238 msgid "https://github.com/kidscancode/Godot3_dodge/releases" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1236 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1239 msgid "https://github.com/godotengine/godot-demo-projects" msgstr "" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot index 322e8a5ec8..02e98b21e9 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot index e10872da5c..61c4f1517d 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot index 31b0e13cd8..bd55750db6 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot index 54dff3d5be..d15b12c639 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot index afce04bbff..74bda22042 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot index b361cf82ed..b472a2278f 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot index 1f40f23f11..edaeb625b0 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/import_process.pot b/sphinx/templates/getting_started/workflow/assets/import_process.pot index 620ba97bae..cce344c0ff 100644 --- a/sphinx/templates/getting_started/workflow/assets/import_process.pot +++ b/sphinx/templates/getting_started/workflow/assets/import_process.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot index ccdff1d90b..5b3fd7e427 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_images.pot b/sphinx/templates/getting_started/workflow/assets/importing_images.pot index 96311b6a43..77284ae041 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_images.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_images.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot index 0e8ff53288..a6a938ae8f 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot index be19b5202f..7a88410b14 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -157,27 +157,43 @@ msgstr "" msgid "さようなら" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:76 -msgid "The same example is shown below as a comma-separated plain text file, which should be the result of editing the above in a spreadsheet. When editing the plain text version, be sure to enclose any message that contains a comma with double quotes, so that the comma is not parsed as delimiter. Alternatively, you can select another delimiter in the import options." +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:75 +msgid "QUOTE" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:91 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:75 +msgid "\"Hello\" said the man." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:75 +msgid "\"Hola\" dijo el hombre." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:75 +msgid "「こんにちは」男は言いました" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:78 +msgid "The same example is shown below as a comma-separated plain text file, which should be the result of editing the above in a spreadsheet. When editing the plain text version, be sure to enclose with double quotes any message that contains commas, line breaks or double quotes, so that commas are not parsed as delimiters, line breaks don't create new entries and double quotes are not parsed as enclosing characters. Be sure to escape any double quotes a message may contain by preceding them with another double quote. Alternatively, you can select another delimiter than comma in the import options." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:97 msgid "CSV importer" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:93 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:99 msgid "Godot will treat CSV files as translations by default. It will import them and generate one or more compressed translation resource files next to it." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:96 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:102 msgid "Importing will also add the translation to the list of translations to load when the game runs, specified in project.godot (or the project settings). Godot allows loading and removing translations at runtime as well." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:101 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:107 msgid "Select the ``.csv`` file and access the \"Import\" dock to define import options. You can toggle the compression of the imported translations, and select the delimiter to use when parsing the CSV file." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:107 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:113 msgid "Be sure to click \"Reimport\" after any change to these options." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/assets/index.pot b/sphinx/templates/getting_started/workflow/assets/index.pot index 7370db82d9..50a4e9dec9 100644 --- a/sphinx/templates/getting_started/workflow/assets/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot index 2fbda7b93f..cc430ff676 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,55 +17,55 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:4 -msgid "Autoloads versus internal nodes" +msgid "Autoloads versus regular nodes" msgstr "" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:6 -msgid "Other engines might encourage the use of creating \"manager\" classes that organize lots of functionality into a globally accessible entity. Godot thrives by supporting ways to cut down the size of such objects. Instead it shifts content into individual nodes as much as possible." +msgid "Godot offers a feature to automatically load nodes at the root of your project, allowing you to access them globally, that can fulfill the role of a Singleton: :ref:`doc_singletons_autoload`. These auto-loaded nodes are not freed when you change the scene from code with :ref:`SceneTree.change_scene `." msgstr "" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:11 -msgid "For example, what if a developer is building a platformer and they want to collect coins that play a sound effect? Well, there's a node for that: the :ref:`AudioStreamPlayer `. But they notice during their testing that if they \"play\" an AudioStreamPlayer while it is already playing the sound, then the new sound interrupts the first sound, terminating it before it can play." +msgid "In this guide, you will learn when to use the Autoload feature, and techniques you can use to avoid it." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:18 -msgid "Users tend to think the best solution is to make the whole system smarter by making a SoundManager autoload node. It generates a pool of AudioStreamPlayers that cycle through as each new request for sound effects comes in. They then make this SoundManager an autoload so that they can access it from anywhere with `SFX.play(\"coin_pickup.ogg\")`. Little do they know, they've invited a great many complications into their code." +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:15 +msgid "The cutting audio issue" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:25 -msgid "**global state**: One object is now responsible for all objects' data. If SFX has errors or doesn't have an AudioStreamPlayer available, everything will break." +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:17 +msgid "Other engines can encourage the use of creating manager classes, singletons that organize a lot of functionality into a globally accessible object. Godot offers many ways to avoid global state thanks to the node tree and signals." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:29 -msgid "**global access**: Now that any object can call `SFX.play(sound_path)` from anywhere, there's no longer an easy way to track where an SFX bug began." +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:21 +msgid "For example, let's say we are building a platformer and want to collect coins that play a sound effect. There's a node for that: the :ref:`AudioStreamPlayer `. But if we call the ``AudioStreamPlayer`` while it is already playing a sound, the new sound interrupts the first." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:33 -msgid "**global resource allocation**: If all objects' data and processing is centralized from the start, then one must either..." +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:26 +msgid "A solution is to code a global, auto-loaded sound manager class. It generates a pool of ``AudioStreamPlayer`` nodes that cycle through as each new request for sound effects comes in. Say we call that class ``Sound``, you can use it from anywhere in your project by calling ``Sound.play(\"coin_pickup.ogg\")``. This solves the problem in the short term but causes more problems:" +msgstr "" + +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:32 +msgid "**Global state**: one object is now responsible for all objects' data. If the ``Sound`` class has errors or doesn't have an AudioStreamPlayer available, all the nodes calling it can break." msgstr "" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:36 -msgid "risk under-allocating resources which might lead to faulty behavior." +msgid "**Global access**: now that any object can call ``Sound.play(sound_path)`` from anywhere, there's no longer an easy way to find the source of a bug." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:38 -msgid "Ex: Have too few AudioStreamPlayers in the object pool. Sound doesn't play or it interrupts another sound." +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:39 +msgid "**Global resource allocation**: with a pool of ``AudioStreamPlayer`` nodes stored from the start, you can either have too few and face bugs, or too many and use more memory than you need." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:41 -msgid "over-allocate resources and use more memory/processing than it needs." +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:45 +msgid "About global access, the problem is that Any code anywhere could pass wrong data to the ``Sound`` autoload in our example. As a result, the domain to explore to fix the bug spans the entire project." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:43 -msgid "Ex: Have an arbitrarily large number of AudioStreamPlayers, with many of them idling away and not doing anything." -msgstr "" - -#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:46 -msgid "have each object that needs an AudioStreamPlayer register exactly how many it needs and for which sounds. This defeats the purpose of using a 3rd party though; it is now coupled to each object, just as a child node would have been. One has added an unnecessary middleman to the equation." +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:49 +msgid "When you keep code inside a scene, only one or two scripts may be involved in audio." msgstr "" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:52 -msgid "Contrast this with each scene keeping as many AudioStreamPlayer nodes as it needs within itself and all these problems go away." +msgid "Contrast this with each scene keeping as many ``AudioStreamPlayer`` nodes as it needs within itself and all these problems go away:" msgstr "" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:55 @@ -73,42 +73,66 @@ msgid "Each scene manages its own state information. If there is a problem with msgstr "" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:58 -msgid "Each scene accesses only its own nodes. Now, if there is a bug, tracing which node is responsible (probably the root node of the scene), and where in the code it's making the problematic call (locate where the code references the given node) is going to be much easier." +msgid "Each scene accesses only its own nodes. Now, if there is a bug, it's easy to find which node is at fault." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:63 -msgid "Each scene knows exactly how many resources it needs for the task it performs. No waste of memory or processing due to a lack of information." +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:61 +msgid "Each scene allocates exactly the amount of resources it needs." +msgstr "" + +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:64 +msgid "Managing shared functionality or data" msgstr "" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:66 -msgid "The typical justifications for the Autoload include, \"I have common Xs that involve many nodes across many scenes, and I want each scene to have X.\"" +msgid "Another reason to use an Autoload can be that you want to reuse the same method or data across many scenes." msgstr "" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:69 -msgid "If X is a function, then the solution is to create a new type of :ref:`Node ` that deals with providing that feature for an individual scene or node subtree." +msgid "In the case of functions, you can create a new type of ``Node`` that provides that feature for an individual scene using the :ref:`class_name ` keyword in GDScript." msgstr "" #: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:73 -msgid "If X is data, then the solution is either 1) to create a new type of :ref:`Resource ` to share the data, or 2) to store the data in an object to which each node has access (nodes within a scene can use `get_owner()` to fetch the scene root for example)." +msgid "When it comes to data, you can either:" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:78 -msgid "So when *should* one use an autoload?" +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:75 +msgid "Create a new type of :ref:`Resource ` to share the data." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:80 -msgid "**Static Data**: if you need static data, i.e. data that should be associated with a class (so there is only ever one copy of the data), then autoloads are good opportunities for that. Static data doesn't exist in Godot's scripting API, so autoload singletons are the next best thing. If one creates a class as an autoload, and never creates another copy of that class within a scene, then it will function in place of a formal singleton API." +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:77 +msgid "Store the data in an object to which each node has access, for example using the ``owner`` property to access the scene's root node." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:88 -msgid "**Convenience**: autoloaded nodes have a global variable for their name generated in GDScript. This can be very convenient for defining objects that should always exist, but which need object instance information. The alternative is to create a namespace script: a script that's purpose is only to load and create constants to access other Script or PackedScene resources, resulting in something like ``MyAutoload.MyNode.new()``." +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:81 +msgid "When you should use an Autoload" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:95 -msgid "Note that the introduction of script classes in Godot 3.1 questions the validity of this reason. With them, one can access scripts using an explicit name from GDScript. Using an autoload to get to a namespace script becomes unnecessary, e.g. ``MyScriptClass.MyPreloadedScript.new()``." +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:83 +msgid "Auto-loaded nodes can simplify your code in some cases:" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:100 -msgid "If the singleton is managing its own information and not invading the data of other objects, then it's a great way to create a \"system\" class that handles a broad-scoped task. For example a targeting system, quest system, or dialogue system would be great use cases of singleton implementations." +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:85 +msgid "**Static Data**: if you need data that is exclusive to one class, like a database, then an autoload can be a good tool. There is no scripting API in Godot to create and manage static data otherwise." +msgstr "" + +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:89 +msgid "**Static functions**: creating a library of functions that only return values." +msgstr "" + +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:91 +msgid "**Systems with a wide scope**: If the singleton is managing its own information and not invading the data of other objects, then it's a great way to create systems that handle broad-scoped tasks. For example, a quest or a dialogue system." +msgstr "" + +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:96 +msgid "Until Godot 3.1, another use was just for convenience: autoloads have a global variable for their name generated in GDScript, allowing you to call them from any script file in your project. But now, you can use the ``class_name`` keyword instead to get auto-completion for a type in your entire project." +msgstr "" + +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:103 +msgid "Autoload is not exactly a Singleton. Nothing prevents you from instantiating copies of an auto-loaded node. It is only a tool that makes a node load automatically as a child of the root of your scene tree, regardless of your game's node structure or which scene you run, e.g. by pressing the ``F6`` key." +msgstr "" + +#: ../../docs/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst:108 +msgid "As a result, you can get the auto-loaded node, for example an autoload called ``Sound``, by calling ``get_node(\"/root/Sound\")``." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot index 8cad74c4aa..ea5bf6916f 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot index 9ad1df7cb8..20699d30e8 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot index 3c93382927..87e18bb723 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/index.pot b/sphinx/templates/getting_started/workflow/best_practices/index.pot index f0a1672829..2acb63df3a 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/index.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot index e7755f060b..ca2bc9698b 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot index 8286530a61..f800832b67 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot index 76a2f57447..c7417d772b 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot index 0074ae6428..2ea9bd2bbf 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot index 84cabe8193..59f94a861a 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot index ddc5355e1a..78dc361ced 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot index e35f03607a..dd65cde5a3 100644 --- a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot +++ b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot index 59f095ffe4..cfbf7398f7 100644 --- a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot +++ b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot index 1cec22e429..1960e8b03c 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot index ab9c84fd50..32dfb35f15 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot index f4acaa5506..58dd35dadb 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot index 32cbf7c70b..7a6b464ea4 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot index cb434982b1..006e6c78df 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot b/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot index fd4b9c5c58..46ff3a31e1 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_projects.pot b/sphinx/templates/getting_started/workflow/export/exporting_projects.pot index cb6c23a38f..d18e292be8 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_projects.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_projects.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/feature_tags.pot b/sphinx/templates/getting_started/workflow/export/feature_tags.pot index 41253098d0..979591c2f4 100644 --- a/sphinx/templates/getting_started/workflow/export/feature_tags.pot +++ b/sphinx/templates/getting_started/workflow/export/feature_tags.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/index.pot b/sphinx/templates/getting_started/workflow/export/index.pot index 3f4edc3b6c..7e1ac22104 100644 --- a/sphinx/templates/getting_started/workflow/export/index.pot +++ b/sphinx/templates/getting_started/workflow/export/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot b/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot index 48b0f44ff5..45b322b2f2 100644 --- a/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot +++ b/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/index.pot b/sphinx/templates/getting_started/workflow/index.pot index fc8f867340..6c0b8715f4 100644 --- a/sphinx/templates/getting_started/workflow/index.pot +++ b/sphinx/templates/getting_started/workflow/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/project_setup/index.pot b/sphinx/templates/getting_started/workflow/project_setup/index.pot index aaeaf83921..1eaeb90b54 100644 --- a/sphinx/templates/getting_started/workflow/project_setup/index.pot +++ b/sphinx/templates/getting_started/workflow/project_setup/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot b/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot index 2ba4ddf11e..e2975cd0e4 100644 --- a/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot +++ b/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/index.pot b/sphinx/templates/index.pot index af3ad998a5..9528251e21 100644 --- a/sphinx/templates/index.pot +++ b/sphinx/templates/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot index f6a1cf575c..2d80afc289 100644 --- a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot +++ b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_meshes.pot b/sphinx/templates/tutorials/2d/2d_meshes.pot index 8e6a6bc8d6..51f5e8008d 100644 --- a/sphinx/templates/tutorials/2d/2d_meshes.pot +++ b/sphinx/templates/tutorials/2d/2d_meshes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_movement.pot b/sphinx/templates/tutorials/2d/2d_movement.pot index ff36e5581b..46d5987d26 100644 --- a/sphinx/templates/tutorials/2d/2d_movement.pot +++ b/sphinx/templates/tutorials/2d/2d_movement.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -105,11 +105,11 @@ msgid "This last example uses only the mouse to control the character. Clicking msgstr "" #: ../../docs/tutorials/2d/2d_movement.rst:335 -msgid "Note the ``length()`` check we make prior to movement. Without this test, the body would \"jitter\" upon reaching the target position, as it moves slightly past the position and tries to move back, only to move too far and repeat." +msgid "Note the ``distance_to()`` check we make prior to movement. Without this test, the body would \"jitter\" upon reaching the target position, as it moves slightly past the position and tries to move back, only to move too far and repeat." msgstr "" #: ../../docs/tutorials/2d/2d_movement.rst:340 -msgid "Uncommenting the ``rotation`` line will also turn the body to point in its direction of motion if you prefer." +msgid "Uncommenting the ``look_at()`` line will also turn the body to point in its direction of motion if you prefer." msgstr "" #: ../../docs/tutorials/2d/2d_movement.rst:343 diff --git a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot index 42e1328196..a67a3a27f8 100644 --- a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot +++ b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -70,7 +70,7 @@ msgid "From the FileSystem dock on the left side, drag the 8 individual images i msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:62 -msgid "Back in the Inspector, check the box for the *Playing* property. You should now see the animation playing in the viewport. However, it is a bit slow. To fix this, change the *Speed (FPS)* setting in the SpriteFrames panel." +msgid "Back in the Inspector, check the box for the *Playing* property. You should now see the animation playing in the viewport. However, it is a bit slow. To fix this, change the *Speed (FPS)* setting in the SpriteFrames panel to 10." msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:66 diff --git a/sphinx/templates/tutorials/2d/2d_transforms.pot b/sphinx/templates/tutorials/2d/2d_transforms.pot index ffa08a4ee4..37e83c47a9 100644 --- a/sphinx/templates/tutorials/2d/2d_transforms.pot +++ b/sphinx/templates/tutorials/2d/2d_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/canvas_layers.pot b/sphinx/templates/tutorials/2d/canvas_layers.pot index 80efc6191d..743d8b4065 100644 --- a/sphinx/templates/tutorials/2d/canvas_layers.pot +++ b/sphinx/templates/tutorials/2d/canvas_layers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot index b419c40507..a4ee538b09 100644 --- a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot +++ b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/index.pot b/sphinx/templates/tutorials/2d/index.pot index e421caccd5..3ddca3177b 100644 --- a/sphinx/templates/tutorials/2d/index.pot +++ b/sphinx/templates/tutorials/2d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/particle_systems_2d.pot b/sphinx/templates/tutorials/2d/particle_systems_2d.pot index 72a807c770..0786c2fd2c 100644 --- a/sphinx/templates/tutorials/2d/particle_systems_2d.pot +++ b/sphinx/templates/tutorials/2d/particle_systems_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/using_tilemaps.pot b/sphinx/templates/tutorials/2d/using_tilemaps.pot index 9bba13ab9f..8a7f101f8e 100644 --- a/sphinx/templates/tutorials/2d/using_tilemaps.pot +++ b/sphinx/templates/tutorials/2d/using_tilemaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot b/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot index bdd35161fd..2c5eae6591 100644 --- a/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot +++ b/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/baked_lightmaps.pot b/sphinx/templates/tutorials/3d/baked_lightmaps.pot index 2e5500ac7c..7f6291309b 100644 --- a/sphinx/templates/tutorials/3d/baked_lightmaps.pot +++ b/sphinx/templates/tutorials/3d/baked_lightmaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/csg_tools.pot b/sphinx/templates/tutorials/3d/csg_tools.pot index cc8004b88d..d7c366576b 100644 --- a/sphinx/templates/tutorials/3d/csg_tools.pot +++ b/sphinx/templates/tutorials/3d/csg_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot index 7186361227..0aa3305da9 100644 --- a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot +++ b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/index.pot b/sphinx/templates/tutorials/3d/fps_tutorial/index.pot index 6029e3af4c..e435640075 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/index.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot index 02312d0db4..ca60fb3b1a 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot index 21cc938d32..0fd999f3c1 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot index 42f31a2a46..b6f23890c1 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot index 70f459e1a0..70843a9079 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot index c4249b8517..805553534d 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot index 8f685b5f41..c538677a7c 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/gi_probes.pot b/sphinx/templates/tutorials/3d/gi_probes.pot index 3f3bbaf851..c838186107 100644 --- a/sphinx/templates/tutorials/3d/gi_probes.pot +++ b/sphinx/templates/tutorials/3d/gi_probes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/high_dynamic_range.pot b/sphinx/templates/tutorials/3d/high_dynamic_range.pot index 7518fcdf2f..755efebf86 100644 --- a/sphinx/templates/tutorials/3d/high_dynamic_range.pot +++ b/sphinx/templates/tutorials/3d/high_dynamic_range.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/index.pot b/sphinx/templates/tutorials/3d/index.pot index 52f349a661..14652dda77 100644 --- a/sphinx/templates/tutorials/3d/index.pot +++ b/sphinx/templates/tutorials/3d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/introduction_to_3d.pot b/sphinx/templates/tutorials/3d/introduction_to_3d.pot index abb08a1cc3..c6a839eb70 100644 --- a/sphinx/templates/tutorials/3d/introduction_to_3d.pot +++ b/sphinx/templates/tutorials/3d/introduction_to_3d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/lights_and_shadows.pot b/sphinx/templates/tutorials/3d/lights_and_shadows.pot index 742692a30f..5517e83240 100644 --- a/sphinx/templates/tutorials/3d/lights_and_shadows.pot +++ b/sphinx/templates/tutorials/3d/lights_and_shadows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/reflection_probes.pot b/sphinx/templates/tutorials/3d/reflection_probes.pot index 85591ff894..3f1688f4c7 100644 --- a/sphinx/templates/tutorials/3d/reflection_probes.pot +++ b/sphinx/templates/tutorials/3d/reflection_probes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/spatial_material.pot b/sphinx/templates/tutorials/3d/spatial_material.pot index b2c54c05c7..02c2a150a6 100644 --- a/sphinx/templates/tutorials/3d/spatial_material.pot +++ b/sphinx/templates/tutorials/3d/spatial_material.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -37,7 +37,7 @@ msgid "There are three ways to add a ``SpatialMaterial`` to an object. It can be msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:22 -msgid "If you add a material to the mesh itself, every time that mesh is used it will have that material. If you add a material to the node using the mesh, the material will only be used by that node, it will also override the material property of the mesh. If a material is added in the *Material Overrive* property of the node, it will only be used by that node. It will also override the regular material property of the node and the material property of the mesh." +msgid "If you add a material to the mesh itself, every time that mesh is used it will have that material. If you add a material to the node using the mesh, the material will only be used by that node, it will also override the material property of the mesh. If a material is added in the *Material Override* property of the node, it will only be used by that node. It will also override the regular material property of the node and the material property of the mesh." msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:30 diff --git a/sphinx/templates/tutorials/3d/using_gridmaps.pot b/sphinx/templates/tutorials/3d/using_gridmaps.pot index 68c1bf8152..2f5d9618e2 100644 --- a/sphinx/templates/tutorials/3d/using_gridmaps.pot +++ b/sphinx/templates/tutorials/3d/using_gridmaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot index 62f034b556..dfbfb60df2 100644 --- a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot +++ b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_transforms.pot b/sphinx/templates/tutorials/3d/using_transforms.pot index 26921ec587..b92e42b081 100644 --- a/sphinx/templates/tutorials/3d/using_transforms.pot +++ b/sphinx/templates/tutorials/3d/using_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot b/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot index 828b7e5e04..1eeba97c54 100644 --- a/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot +++ b/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot b/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot index 9f14491cd1..f3db1c37ce 100644 --- a/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot +++ b/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_animation/index.pot b/sphinx/templates/tutorials/3d/vertex_animation/index.pot index b50ff4a9fc..575f7888c1 100644 --- a/sphinx/templates/tutorials/3d/vertex_animation/index.pot +++ b/sphinx/templates/tutorials/3d/vertex_animation/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/2d_skeletons.pot b/sphinx/templates/tutorials/animation/2d_skeletons.pot index e10514d486..419b7c241c 100644 --- a/sphinx/templates/tutorials/animation/2d_skeletons.pot +++ b/sphinx/templates/tutorials/animation/2d_skeletons.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -32,191 +32,203 @@ msgstr "" msgid "One option is to create animations in third-party software such as Spine or Dragonbones. From Godot 3.1 onwards, though, this functionality is supported built-in." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:16 +#: ../../docs/tutorials/animation/2d_skeletons.rst:17 msgid "Why would you want to do skeletal animations directly in Godot? The answer is that there are many advantages to it:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:18 +#: ../../docs/tutorials/animation/2d_skeletons.rst:20 msgid "Better integration with the engine, so less hassle importing and editing from an external tool." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:19 +#: ../../docs/tutorials/animation/2d_skeletons.rst:22 msgid "Ability to control particle systems, shaders, sounds, call scripts, colors, transparency, etc. in animations." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:20 +#: ../../docs/tutorials/animation/2d_skeletons.rst:24 msgid "The built-in skeletal system in Godot is very efficient and designed for performance." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:22 +#: ../../docs/tutorials/animation/2d_skeletons.rst:27 msgid "The following tutorial will, then, explain 2D skeletal deformations." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:25 +#: ../../docs/tutorials/animation/2d_skeletons.rst:30 msgid "Setup" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:27 -msgid "Before starting, it is advised to go through the :ref:`doc_cutout_animation` tutorial to gain a general understanding of animating within Godot." +#: ../../docs/tutorials/animation/2d_skeletons.rst:34 +msgid "Before starting, we recommend you to go through the :ref:`doc_cutout_animation` tutorial to gain a general understanding of animating within Godot." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:30 +#: ../../docs/tutorials/animation/2d_skeletons.rst:38 msgid "For this tutorial, we will be using a single image to construct our character. Download it from :download:`gBot_pieces.png ` or save the image below." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:35 +#: ../../docs/tutorials/animation/2d_skeletons.rst:44 msgid "It is also advised to download the final character image :download:`gBot_complete.png ` to have a good reference for putting the different pieces together." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:41 +#: ../../docs/tutorials/animation/2d_skeletons.rst:51 msgid "Creating the polygons" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:43 +#: ../../docs/tutorials/animation/2d_skeletons.rst:53 msgid "Create a new scene for your model (if it's going to be an animated character, you may want to use a ``KinematicBody2D``). For ease of use, an empty 2D node is created as a root for the polygons." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:46 +#: ../../docs/tutorials/animation/2d_skeletons.rst:57 msgid "Begin with a ``Polygon2D`` node. There is no need to place it anywhere in the scene for now, so simply create it like this:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:50 +#: ../../docs/tutorials/animation/2d_skeletons.rst:62 msgid "Select it and assign the texture with the character pieces you have downloaded before:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:54 +#: ../../docs/tutorials/animation/2d_skeletons.rst:67 msgid "Drawing a polygon directly is not advised. Instead, open the \"UV\" dialog for the polygon:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:58 +#: ../../docs/tutorials/animation/2d_skeletons.rst:72 msgid "Head over to the *Points* mode, select the pencil and draw a polygon around the desired piece:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:62 -msgid "Duplicate the polygon node, rename it properly, enter the \"UV\" dialog again and replace the old polygon with another one in the new desired piece." +#: ../../docs/tutorials/animation/2d_skeletons.rst:77 +msgid "Duplicate the polygon node and give it a proper name. Then, enter the \"UV\" dialog again and replace the old polygon with another one in the new desired piece." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:66 -msgid "Keep doing this until all pieces have been mapped." +#: ../../docs/tutorials/animation/2d_skeletons.rst:81 +msgid "When you duplicate nodes and the next piece has a similar shape, you can edit the previous polygon instead of drawing a new one." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:70 -msgid "You will notice that pieces for nodes appear in the same layout as they do in the original texture. This is because (by default) when you draw a polygon, the UV and points are the same." +#: ../../docs/tutorials/animation/2d_skeletons.rst:84 +msgid "After moving the polygon, remember to update the UV by selecting Edit -> Polygon -> UV” in the Polygon 2D UV Editor." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:73 +#: ../../docs/tutorials/animation/2d_skeletons.rst:89 +msgid "Keep doing this until you mapped all pieces." +msgstr "" + +#: ../../docs/tutorials/animation/2d_skeletons.rst:93 +msgid "You will notice that pieces for nodes appear in the same layout as they do in the original texture. This is because by default, when you draw a polygon, the UV and points are the same." +msgstr "" + +#: ../../docs/tutorials/animation/2d_skeletons.rst:97 msgid "Rearrange the pieces and build the character. This should be pretty quick. There is no need to change pivots, so don't bother making sure rotation pivots for each piece are right; you can leave them be for now." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:78 +#: ../../docs/tutorials/animation/2d_skeletons.rst:103 msgid "Ah, the visual order of the pieces is not correct yet, as some are covering wrong pieces. Rearrange the order of the nodes to fix this:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:82 +#: ../../docs/tutorials/animation/2d_skeletons.rst:108 msgid "And there you go! It was definitely much easier than in the cutout tutorial." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:85 +#: ../../docs/tutorials/animation/2d_skeletons.rst:111 msgid "Creating the skeleton" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:87 +#: ../../docs/tutorials/animation/2d_skeletons.rst:113 msgid "Create a ``Skeleton2D`` node as a child of the root node. This will be the base of our skeleton:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:91 +#: ../../docs/tutorials/animation/2d_skeletons.rst:118 msgid "Create a ``Bone2D`` node as a child of the skeleton. Put it on the hip (usually skeletons start here). The bone will be pointing to the right, but you can ignore this for now." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:96 +#: ../../docs/tutorials/animation/2d_skeletons.rst:124 msgid "Keep creating bones in hierarchy and naming them accordingly." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:100 +#: ../../docs/tutorials/animation/2d_skeletons.rst:128 msgid "At the end of this chain, there will be a *jaw* node. It is, again, very short and pointing to the right. This is normal for bones without children. The length of *tip* bones can be changed with a property in the inspector:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:105 +#: ../../docs/tutorials/animation/2d_skeletons.rst:134 msgid "In this case, we don't need to rotate the bone (coincidentally the jaw points right in the sprite), but in case you need to, feel free to do it. Again, this is only really needed for tip bones as nodes with children don't usually need a length or a specific rotation." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:108 +#: ../../docs/tutorials/animation/2d_skeletons.rst:139 msgid "Keep going and build the whole skeleton:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:112 +#: ../../docs/tutorials/animation/2d_skeletons.rst:143 msgid "You will notice that all bones raise an annoying warning about a missing rest pose. This means that it's time to set one. Go to the *skeleton* node and create a rest pose. This pose is the default one, you can come back to it anytime you want (which is very handy for animating):" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:117 +#: ../../docs/tutorials/animation/2d_skeletons.rst:150 msgid "The warnings will go away. If you modify the skeleton (add/remove bones) you will need to set the rest pose again." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:120 +#: ../../docs/tutorials/animation/2d_skeletons.rst:154 msgid "Deforming the polygons" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:122 -msgid "Select the previously created polygons and assign the skeleton node to their ``Skeleton`` property. This will ensure that they can eventually by deformed by it." -msgstr "" - -#: ../../docs/tutorials/animation/2d_skeletons.rst:126 -msgid "Click the property highlighted above and select the skeleton node:" -msgstr "" - -#: ../../docs/tutorials/animation/2d_skeletons.rst:130 -msgid "Again, open the UV editor for the polygon and go to the *Bones* section." -msgstr "" - -#: ../../docs/tutorials/animation/2d_skeletons.rst:134 -msgid "You will not be able to paint weights yet. For this you need to synchronize the list of bones from the skeleton with the polygon. This step is done only once and manually (unless you modify the skeleton by adding/removing/renaming bones). It ensures that your rigging information is kept in the polygon, even if a skeleton node is accidentally lost or the skeleton modified. Push the \"Sync Bones to Polygon\" button to sync the list." -msgstr "" - -#: ../../docs/tutorials/animation/2d_skeletons.rst:140 -msgid "The list of bones will automatically appear. By default, your polygon has no weight assigned to any of them. Select the bones you want to assign weight to and paint them:" -msgstr "" - -#: ../../docs/tutorials/animation/2d_skeletons.rst:145 -msgid "Points in white have a full weight assigned, while points in black are not influenced by the bone. If the same point is painted white for multiple bones, the influence will be distributed amongst them (so usually there is not that much need to use shades in-between unless you want to polish the bending effect)." -msgstr "" - -#: ../../docs/tutorials/animation/2d_skeletons.rst:151 -msgid "After painting the weights, animating the bones (NOT the polygons!) will have the desired effect of modifying and bending the polygons accordingly. As you only need to animate bones in this approach, work becomes much easier!" -msgstr "" - -#: ../../docs/tutorials/animation/2d_skeletons.rst:154 -msgid "But it's not all roses. Trying to animate bones that bend the polygon will often yield unexpected results:" -msgstr "" - -#: ../../docs/tutorials/animation/2d_skeletons.rst:158 -msgid "This happens because Godot generates internal triangles that connect the points when drawing the polygon. They don't always bend the way you would expect. To solve this, you need to set hints in the geometry to clarify how you expect it to deform." +#: ../../docs/tutorials/animation/2d_skeletons.rst:156 +msgid "Select the previously created polygons and assign the skeleton node to their ``Skeleton`` property. This will ensure that they can eventually be deformed by it." msgstr "" #: ../../docs/tutorials/animation/2d_skeletons.rst:162 -msgid "Internal vertices" +msgid "Click the property highlighted above and select the skeleton node:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:164 -msgid "Open the UV menu for each bone again and go to the *Points* section. Add some internal vertices in the regions where you expect the geometry to bend:" +#: ../../docs/tutorials/animation/2d_skeletons.rst:166 +msgid "Again, open the UV editor for the polygon and go to the *Bones* section." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:168 -msgid "Now, go to the *Polygon* section and redraw your own polygons with more detail. Imagine that, as your polygons bend, you need to make sure they deform the least possible, so experiment a bit to find the right setup." -msgstr "" - -#: ../../docs/tutorials/animation/2d_skeletons.rst:173 -msgid "Once you start drawing, the original polygon will disappear and you will be free to create your own:" -msgstr "" - -#: ../../docs/tutorials/animation/2d_skeletons.rst:177 -msgid "This amount of detail is usually fine, though you may want to have more fine-grained control over where triangles go. Experiment by yourself until you get the results you like." +#: ../../docs/tutorials/animation/2d_skeletons.rst:170 +msgid "You will not be able to paint weights yet. For this you need to synchronize the list of bones from the skeleton with the polygon. This step is done only once and manually (unless you modify the skeleton by adding/removing/renaming bones). It ensures that your rigging information is kept in the polygon, even if a skeleton node is accidentally lost or the skeleton modified. Push the \"Sync Bones to Polygon\" button to sync the list." msgstr "" #: ../../docs/tutorials/animation/2d_skeletons.rst:179 -msgid "**Note:** Don't forget that your newly added internal vertices also need weight painting! Go to the *Bones* section again to assign them to the right bones." +msgid "The list of bones will automatically appear. By default, your polygon has no weight assigned to any of them. Select the bones you want to assign weight to and paint them:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:181 +#: ../../docs/tutorials/animation/2d_skeletons.rst:185 +msgid "Points in white have a full weight assigned, while points in black are not influenced by the bone. If the same point is painted white for multiple bones, the influence will be distributed amongst them (so usually there is not that much need to use shades in-between unless you want to polish the bending effect)." +msgstr "" + +#: ../../docs/tutorials/animation/2d_skeletons.rst:193 +msgid "After painting the weights, animating the bones (NOT the polygons!) will have the desired effect of modifying and bending the polygons accordingly. As you only need to animate bones in this approach, work becomes much easier!" +msgstr "" + +#: ../../docs/tutorials/animation/2d_skeletons.rst:197 +msgid "But it's not all roses. Trying to animate bones that bend the polygon will often yield unexpected results:" +msgstr "" + +#: ../../docs/tutorials/animation/2d_skeletons.rst:202 +msgid "This happens because Godot generates internal triangles that connect the points when drawing the polygon. They don't always bend the way you would expect. To solve this, you need to set hints in the geometry to clarify how you expect it to deform." +msgstr "" + +#: ../../docs/tutorials/animation/2d_skeletons.rst:208 +msgid "Internal vertices" +msgstr "" + +#: ../../docs/tutorials/animation/2d_skeletons.rst:210 +msgid "Open the UV menu for each bone again and go to the *Points* section. Add some internal vertices in the regions where you expect the geometry to bend:" +msgstr "" + +#: ../../docs/tutorials/animation/2d_skeletons.rst:215 +msgid "Now, go to the *Polygon* section and redraw your own polygons with more detail. Imagine that, as your polygons bend, you need to make sure they deform the least possible, so experiment a bit to find the right setup." +msgstr "" + +#: ../../docs/tutorials/animation/2d_skeletons.rst:221 +msgid "Once you start drawing, the original polygon will disappear and you will be free to create your own:" +msgstr "" + +#: ../../docs/tutorials/animation/2d_skeletons.rst:226 +msgid "This amount of detail is usually fine, though you may want to have more fine-grained control over where triangles go. Experiment by yourself until you get the results you like." +msgstr "" + +#: ../../docs/tutorials/animation/2d_skeletons.rst:231 +msgid "**Note:** Don't forget that your newly added internal vertices also need weight" +msgstr "" + +#: ../../docs/tutorials/animation/2d_skeletons.rst:231 +msgid "painting! Go to the *Bones* section again to assign them to the right bones." +msgstr "" + +#: ../../docs/tutorials/animation/2d_skeletons.rst:233 msgid "Once you are all set, you will get much better results:" msgstr "" diff --git a/sphinx/templates/tutorials/animation/animation_tree.pot b/sphinx/templates/tutorials/animation/animation_tree.pot index 71555faa35..12166add84 100644 --- a/sphinx/templates/tutorials/animation/animation_tree.pot +++ b/sphinx/templates/tutorials/animation/animation_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/cutout_animation.pot b/sphinx/templates/tutorials/animation/cutout_animation.pot index b5803c9153..fc44b5c6d9 100644 --- a/sphinx/templates/tutorials/animation/cutout_animation.pot +++ b/sphinx/templates/tutorials/animation/cutout_animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/index.pot b/sphinx/templates/tutorials/animation/index.pot index cf1120bbe7..899187436e 100644 --- a/sphinx/templates/tutorials/animation/index.pot +++ b/sphinx/templates/tutorials/animation/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/introduction_2d.pot b/sphinx/templates/tutorials/animation/introduction_2d.pot index 3a288030f1..f6fa869410 100644 --- a/sphinx/templates/tutorials/animation/introduction_2d.pot +++ b/sphinx/templates/tutorials/animation/introduction_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -100,353 +100,333 @@ msgstr "" msgid "The timeline and track controls, where you can zoom the timeline and edit tracks for example." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:60 -msgid "See the `animation panel reference <#animation-panel-reference>`__ below for details." -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:64 +#: ../../docs/tutorials/animation/introduction_2d.rst:61 msgid "Computer animation relies on keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:66 +#: ../../docs/tutorials/animation/introduction_2d.rst:63 msgid "A keyframe defines the value of a property at a certain point in time." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:68 +#: ../../docs/tutorials/animation/introduction_2d.rst:65 msgid "Diamond shapes represent keyframes in the timeline. A line between two keyframes indicates that the value hasn't changed." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:74 +#: ../../docs/tutorials/animation/introduction_2d.rst:71 msgid "Keyframes in Godot" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:76 +#: ../../docs/tutorials/animation/introduction_2d.rst:73 msgid "The engine interpolates values between keyframes, resulting in a gradual change in values over time." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:82 +#: ../../docs/tutorials/animation/introduction_2d.rst:79 msgid "Two keyframes are all it takes to obtain a smooth motion" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:84 +#: ../../docs/tutorials/animation/introduction_2d.rst:81 msgid "The timeline lets you insert keyframes and change their timing. It also defines how long the animation is." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:90 +#: ../../docs/tutorials/animation/introduction_2d.rst:87 msgid "The timeline in the animation panel" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:92 +#: ../../docs/tutorials/animation/introduction_2d.rst:89 msgid "Each line of the Animation Panel is an animation track. Normal and Transform tracks reference node properties. Their name or id is a path to the node and the affected property." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:99 +#: ../../docs/tutorials/animation/introduction_2d.rst:96 msgid "Example of Normal animation tracks" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:103 +#: ../../docs/tutorials/animation/introduction_2d.rst:100 msgid "If you animate the wrong property, you can edit a track's path anytime. Double click on it and type the new path. Play the animation using the \"Play from beginning\" button |Play from beginning| (Default shortcut: Shift+D) to see the changes instantly." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:109 +#: ../../docs/tutorials/animation/introduction_2d.rst:106 msgid "Tutorial: Creating a simple animation" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:112 +#: ../../docs/tutorials/animation/introduction_2d.rst:109 msgid "Scene setup" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:114 +#: ../../docs/tutorials/animation/introduction_2d.rst:111 msgid "For this tutorial, we'll going to create an AnimationPlayer node and a sprite node as its child." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:120 +#: ../../docs/tutorials/animation/introduction_2d.rst:117 msgid "Our scene setup" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:122 +#: ../../docs/tutorials/animation/introduction_2d.rst:119 msgid "The sprite holds an image texture and we animate that sprite to move between two points on the screen. For this tutorial use the default Godot Icon as the sprites' texture. As a starting point, move the sprite to a left position on the screen." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:129 +#: ../../docs/tutorials/animation/introduction_2d.rst:126 msgid "Adding animated nodes as children to the AnimationPlayer node is not required, but it is a nice way of distinguishing animated nodes from non-animated nodes in the Scene Tree." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:133 +#: ../../docs/tutorials/animation/introduction_2d.rst:130 msgid "Select the AnimationPlayer node, then click the \"Animation\" button in the animation editor. From the list select \"New\" (|Add Animation|) to add a new animation. And Enter a name for the animation in the dialog box." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:141 +#: ../../docs/tutorials/animation/introduction_2d.rst:138 msgid "Add a new animation" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:144 +#: ../../docs/tutorials/animation/introduction_2d.rst:141 msgid "Adding a track" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:146 +#: ../../docs/tutorials/animation/introduction_2d.rst:143 msgid "To add a new track for our sprite, select it and take a look in the toolbar:" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:152 +#: ../../docs/tutorials/animation/introduction_2d.rst:149 msgid "Convenience buttons" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:154 +#: ../../docs/tutorials/animation/introduction_2d.rst:151 msgid "These switches and buttons allow you to add keyframes for the selected node's location, rotation, and scale respectively." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:157 +#: ../../docs/tutorials/animation/introduction_2d.rst:154 msgid "Deselect rotation, because we are only interested in the location of our sprite for this tutorial and click on the key button." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:160 +#: ../../docs/tutorials/animation/introduction_2d.rst:157 msgid "As we don't have a track already set up for the transform/location property, Godot asks, whether it should set it up for us. Click on \"Create\"." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:164 +#: ../../docs/tutorials/animation/introduction_2d.rst:161 msgid "This creates a new track and our first keyframe at the beginning of the timeline:" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:170 +#: ../../docs/tutorials/animation/introduction_2d.rst:167 msgid "The sprite track" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:172 -msgid "The track name consists of a Node Path, followed by a colon, followed by a reference to its property, that we would like to modify." -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:175 -msgid "In our example, the path is ``AnimationPlayer/Sprite`` and the property is ``position``." -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:178 -msgid "The path always starts at the AnimationPlayer node's parent (so paths always have to include the AnimationPlayer node itself)." -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:183 -msgid "Don't worry if you change the names of nodes in the Scene Tree, that you already have tracks for. Godot automatically updates the paths in the tracks." -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:188 +#: ../../docs/tutorials/animation/introduction_2d.rst:170 msgid "The second keyframe" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:190 +#: ../../docs/tutorials/animation/introduction_2d.rst:172 msgid "Now we need to set the destination where our sprite should be headed and how much time it takes to get there." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:193 +#: ../../docs/tutorials/animation/introduction_2d.rst:175 msgid "Let's say, we want it to take 2 seconds to go to the other point. By default the animation is set to last only 1 second, so change this in the timeline controls in animation panel's lower panel to 2." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:200 +#: ../../docs/tutorials/animation/introduction_2d.rst:182 msgid "Animation length" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:202 +#: ../../docs/tutorials/animation/introduction_2d.rst:184 msgid "Click on the timeline header near the 2 second mark and move the sprite to the target destination on the right side." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:205 +#: ../../docs/tutorials/animation/introduction_2d.rst:187 msgid "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:209 +#: ../../docs/tutorials/animation/introduction_2d.rst:191 msgid "Run the animation" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:211 +#: ../../docs/tutorials/animation/introduction_2d.rst:193 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:213 +#: ../../docs/tutorials/animation/introduction_2d.rst:195 msgid "Yay! Our animation runs:" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:218 +#: ../../docs/tutorials/animation/introduction_2d.rst:200 msgid "The animation" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:221 +#: ../../docs/tutorials/animation/introduction_2d.rst:203 msgid "Back and forth" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:223 +#: ../../docs/tutorials/animation/introduction_2d.rst:205 msgid "Godot has an additional feature here. Like said before, Godot always calculates the frames between two keyframes. In a loop, the first keyframe is also the last keyframe, if no keyframe is specified at the end." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:231 +#: ../../docs/tutorials/animation/introduction_2d.rst:213 msgid "Animation loop" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:233 +#: ../../docs/tutorials/animation/introduction_2d.rst:215 msgid "If you set the animation length to 4 seconds now, the animation moves back and forth. You can change this behaviour if you change the track's loop mode. This is covered in the next chapter." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:238 -#: ../../docs/tutorials/animation/introduction_2d.rst:246 +#: ../../docs/tutorials/animation/introduction_2d.rst:220 +#: ../../docs/tutorials/animation/introduction_2d.rst:228 msgid "Track settings" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:240 +#: ../../docs/tutorials/animation/introduction_2d.rst:222 msgid "Each track has a settings panel at the end, where you can set the update mode, the track interpolation, and the loop mode." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:248 +#: ../../docs/tutorials/animation/introduction_2d.rst:230 msgid "The update mode of a track tells Godot when to update the property values. This can be:" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:251 +#: ../../docs/tutorials/animation/introduction_2d.rst:233 msgid "Continuous: Update the property on each frame" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:252 +#: ../../docs/tutorials/animation/introduction_2d.rst:234 msgid "Discrete: Only update the property on keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:253 +#: ../../docs/tutorials/animation/introduction_2d.rst:235 msgid "Trigger: Only update the property on keyframes or triggers" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:254 +#: ../../docs/tutorials/animation/introduction_2d.rst:236 msgid "Capture: The current value of a property is remembered, and it will blend with the first animation key found" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:259 +#: ../../docs/tutorials/animation/introduction_2d.rst:241 msgid "Track mode" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:261 +#: ../../docs/tutorials/animation/introduction_2d.rst:243 msgid "In normal animations, you usually use \"Continuous\". The other types are used to script complex animations." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:264 +#: ../../docs/tutorials/animation/introduction_2d.rst:246 msgid "The interpolation tells Godot how to calculate the frame values between the keyframes. These interpolation modes are supported:" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:267 +#: ../../docs/tutorials/animation/introduction_2d.rst:249 msgid "Nearest: Set the nearest keyframe value" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:268 +#: ../../docs/tutorials/animation/introduction_2d.rst:250 msgid "Linear: Set the value based on a linear function calculation between the two keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:270 +#: ../../docs/tutorials/animation/introduction_2d.rst:252 msgid "Cubic: Set the value based on a cubic function calculation between the two keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:276 +#: ../../docs/tutorials/animation/introduction_2d.rst:258 msgid "Track interpolation" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:278 +#: ../../docs/tutorials/animation/introduction_2d.rst:260 msgid "Cubic interpolation leads to a more natural movement, where the animation is slower at a keyframe and faster between keyframes. This is usually used for character animation. Linear interpolation creates more of a robotic movement." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:283 +#: ../../docs/tutorials/animation/introduction_2d.rst:265 msgid "Godot supports two loop modes, which affect the animation if it's set to loop:" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:289 +#: ../../docs/tutorials/animation/introduction_2d.rst:271 msgid "Loop modes" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:291 +#: ../../docs/tutorials/animation/introduction_2d.rst:273 msgid "Clamp loop interpolation: When this is selected, the animation stops after the last keyframe for this track. When the first keyframe is reached again, the animation will reset to its values." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:294 +#: ../../docs/tutorials/animation/introduction_2d.rst:276 msgid "Wrap loop interpolation: When this is selected, Godot calculates the animation after the last keyframe to reach the values of the first keyframe again." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:299 -#: ../../docs/tutorials/animation/introduction_2d.rst:312 +#: ../../docs/tutorials/animation/introduction_2d.rst:281 +#: ../../docs/tutorials/animation/introduction_2d.rst:294 msgid "Keyframes for other properties" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:301 +#: ../../docs/tutorials/animation/introduction_2d.rst:283 msgid "Godot doesn't restrict you to only edit transform properties. Every property can be used as a track where you can set keyframes." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:304 +#: ../../docs/tutorials/animation/introduction_2d.rst:286 msgid "If you select your sprite while the animation panel is visible, you get a small keyframe button for all of the sprite's properties. Click on this button and Godot automatically adds a track and keyframe to the current animation." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:315 +#: ../../docs/tutorials/animation/introduction_2d.rst:297 msgid "Edit keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:317 +#: ../../docs/tutorials/animation/introduction_2d.rst:299 msgid "For advanced use and to edit keyframes in detail, You can click on them to bring up the keyframe editor in the inspector. You can use this to directly edit its values." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:324 +#: ../../docs/tutorials/animation/introduction_2d.rst:306 msgid "Keyframe editor editing a key" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:326 +#: ../../docs/tutorials/animation/introduction_2d.rst:308 msgid "Additionally, you can also edit the easing value for this keyframe by clicking and dragging the easing setting. This tells Godot, how to change the property values when it reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:330 +#: ../../docs/tutorials/animation/introduction_2d.rst:312 msgid "You usually tweak your animations this way, when the movement doesn't \"look right\"." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:334 +#: ../../docs/tutorials/animation/introduction_2d.rst:316 msgid "Advanced: Call Method tracks" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:336 +#: ../../docs/tutorials/animation/introduction_2d.rst:318 msgid "Godot's animation engine doesn't stop here. If you're already comfortable with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/index` you know that each node type is a class and has a bunch of callable methods." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:342 +#: ../../docs/tutorials/animation/introduction_2d.rst:324 msgid "For example, the :ref:`class_AudioStreamPlayer` node type has a method to play an audio stream." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:345 +#: ../../docs/tutorials/animation/introduction_2d.rst:327 msgid "Wouldn't it be great to use a method at a specific keyframe in an animation? This is where \"Call Method Tracks\" come in handy. These tracks reference a node again, this time without a reference to a property. Instead, a keyframe holds the name and arguments of a method, that Godot should call when it reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:351 +#: ../../docs/tutorials/animation/introduction_2d.rst:333 msgid "To demonstrate, we're going to use a call method track to play audio at a specific keyframe. Normally to play audio you should use an audio track, but for the sake of demonstrating methods we're going to do it this way." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:355 +#: ../../docs/tutorials/animation/introduction_2d.rst:337 msgid "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream using an audio file you put in your project." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:358 +#: ../../docs/tutorials/animation/introduction_2d.rst:340 msgid "Click on \"Add track\" (|Add track|) on the animation panel's track controls." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:361 +#: ../../docs/tutorials/animation/introduction_2d.rst:343 msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:366 +#: ../../docs/tutorials/animation/introduction_2d.rst:348 msgid "Add Call Method Track" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:368 +#: ../../docs/tutorials/animation/introduction_2d.rst:350 msgid "Select the :ref:`class_AudioStreamPlayer` node in the selection window. Godot adds the track with the reference to the node." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:374 +#: ../../docs/tutorials/animation/introduction_2d.rst:356 msgid "Select AudioStreamPlayer" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:376 +#: ../../docs/tutorials/animation/introduction_2d.rst:358 msgid "Right click the timeline where Godot should play the sample and click the \"Insert Key\" option. This will bring up a list of methods that can be called for the AudioStreamPlayer node. Select the first one." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:383 +#: ../../docs/tutorials/animation/introduction_2d.rst:365 msgid "When Godot reaches the keyframe, Godot calls the :ref:`class_AudioStreamPlayer` node's \"play\" function and the stream plays." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:387 +#: ../../docs/tutorials/animation/introduction_2d.rst:369 msgid "You can change its position by dragging it on the timeline, you can also click on the keyframe and use the keyframe settings in the inspector." msgstr "" diff --git a/sphinx/templates/tutorials/assetlib/index.pot b/sphinx/templates/tutorials/assetlib/index.pot index ff3cb759be..6c12297f43 100644 --- a/sphinx/templates/tutorials/assetlib/index.pot +++ b/sphinx/templates/tutorials/assetlib/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot b/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot index b252c58007..4d436d646d 100644 --- a/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/using_assetlib.pot b/sphinx/templates/tutorials/assetlib/using_assetlib.pot index 03c02d346e..93f51fdd20 100644 --- a/sphinx/templates/tutorials/assetlib/using_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/using_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot b/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot index d3240174f5..9bb57ac3bf 100644 --- a/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_buses.pot b/sphinx/templates/tutorials/audio/audio_buses.pot index 44281f1d5f..e0f5a02bb8 100644 --- a/sphinx/templates/tutorials/audio/audio_buses.pot +++ b/sphinx/templates/tutorials/audio/audio_buses.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -46,11 +46,11 @@ msgid "For those unfamiliar with it, it can be explained with a few facts:" msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:25 -msgid "The decibel (dB) scale is a relative scale. It represents the ratio of sound power by using 10 times the base 10 logarithm of the ratio (10 × log\\ :sub:`10`\\ (P/P\\ :sub:`0`\\ ))." +msgid "The decibel (dB) scale is a relative scale. It represents the ratio of sound power by using 20 times the base 10 logarithm of the ratio (20 × log\\ :sub:`10`\\ (P/P\\ :sub:`0`\\ ))." msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:28 -msgid "For every 3 dB, sound amplitude doubles or halves. 6 dB represents a factor of 4, 9 dB a factor of 8, 10 dB a factor of 10, 20 dB a factor of 100, etc." +msgid "For every 6 dB, sound amplitude doubles or halves. 12 dB represents a factor of 4, 18 dB a factor of 8, 20 dB a factor of 10, 40 dB a factor of 100, etc." msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:30 @@ -66,7 +66,7 @@ msgid "To avoid clipping, your sound mix be arranged so that the output of the * msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:37 -msgid "Every 3 dB below the 0 dB limit, sound energy is *halved*. It means the sound volume at -3 dB is half as loud as 0dB. -6 dB is half as loud as -3 dB and so on." +msgid "Every 6 dB below the 0 dB limit, sound energy is *halved*. It means the sound volume at -6 dB is half as loud as 0dB. -12 dB is half as loud as -6 dB and so on." msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:40 diff --git a/sphinx/templates/tutorials/audio/audio_streams.pot b/sphinx/templates/tutorials/audio/audio_streams.pot index 37ba8aaf6b..8832e52a9b 100644 --- a/sphinx/templates/tutorials/audio/audio_streams.pot +++ b/sphinx/templates/tutorials/audio/audio_streams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/index.pot b/sphinx/templates/tutorials/audio/index.pot index dfc83a4ea1..5ba2763c35 100644 --- a/sphinx/templates/tutorials/audio/index.pot +++ b/sphinx/templates/tutorials/audio/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/recording_with_microphone.pot b/sphinx/templates/tutorials/audio/recording_with_microphone.pot index 4b3bc36177..8aecbac577 100644 --- a/sphinx/templates/tutorials/audio/recording_with_microphone.pot +++ b/sphinx/templates/tutorials/audio/recording_with_microphone.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/sync_with_audio.pot b/sphinx/templates/tutorials/audio/sync_with_audio.pot index 3a26eb8f7a..c2fcfe8e92 100644 --- a/sphinx/templates/tutorials/audio/sync_with_audio.pot +++ b/sphinx/templates/tutorials/audio/sync_with_audio.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/index.pot b/sphinx/templates/tutorials/content/index.pot index 1ca2ec8ee1..b6cb04eabf 100644 --- a/sphinx/templates/tutorials/content/index.pot +++ b/sphinx/templates/tutorials/content/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/making_trees.pot b/sphinx/templates/tutorials/content/making_trees.pot index 0b927c82d4..c1e60c968e 100644 --- a/sphinx/templates/tutorials/content/making_trees.pot +++ b/sphinx/templates/tutorials/content/making_trees.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot b/sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot index 772b757199..177d871c6e 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot b/sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot index 4285a29ed6..7ce500a21d 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry/index.pot b/sphinx/templates/tutorials/content/procedural_geometry/index.pot index 3647d9b9e9..1094727dd1 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry/index.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot b/sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot index 3e3c0c1b6e..0a0957bdf8 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot b/sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot index 96edea305a..3301a1fb21 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/debug/index.pot b/sphinx/templates/tutorials/debug/index.pot index 6103669a6e..ec94e595ed 100644 --- a/sphinx/templates/tutorials/debug/index.pot +++ b/sphinx/templates/tutorials/debug/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot b/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot index f3ee2351b3..175fc052de 100644 --- a/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot +++ b/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot b/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot index a4d010f8fa..5387a6562f 100644 --- a/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot +++ b/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/custom_gui_controls.pot b/sphinx/templates/tutorials/gui/custom_gui_controls.pot index 82c6cb4d45..5a32778f65 100644 --- a/sphinx/templates/tutorials/gui/custom_gui_controls.pot +++ b/sphinx/templates/tutorials/gui/custom_gui_controls.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/gui_containers.pot b/sphinx/templates/tutorials/gui/gui_containers.pot index 6ddb404772..93406a931f 100644 --- a/sphinx/templates/tutorials/gui/gui_containers.pot +++ b/sphinx/templates/tutorials/gui/gui_containers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/gui_skinning.pot b/sphinx/templates/tutorials/gui/gui_skinning.pot index 1f1ae85619..a78f07052b 100644 --- a/sphinx/templates/tutorials/gui/gui_skinning.pot +++ b/sphinx/templates/tutorials/gui/gui_skinning.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/index.pot b/sphinx/templates/tutorials/gui/index.pot index f43104eed0..00821a3033 100644 --- a/sphinx/templates/tutorials/gui/index.pot +++ b/sphinx/templates/tutorials/gui/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/size_and_anchors.pot b/sphinx/templates/tutorials/gui/size_and_anchors.pot index 0d84747bae..4838a1ed38 100644 --- a/sphinx/templates/tutorials/gui/size_and_anchors.pot +++ b/sphinx/templates/tutorials/gui/size_and_anchors.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/index.pot b/sphinx/templates/tutorials/i18n/index.pot index 211c8852ec..b9ad180fbb 100644 --- a/sphinx/templates/tutorials/i18n/index.pot +++ b/sphinx/templates/tutorials/i18n/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/internationalizing_games.pot b/sphinx/templates/tutorials/i18n/internationalizing_games.pot index f46a1153ce..8e587315b3 100644 --- a/sphinx/templates/tutorials/i18n/internationalizing_games.pot +++ b/sphinx/templates/tutorials/i18n/internationalizing_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/locales.pot b/sphinx/templates/tutorials/i18n/locales.pot index e221896143..dfdfde2172 100644 --- a/sphinx/templates/tutorials/i18n/locales.pot +++ b/sphinx/templates/tutorials/i18n/locales.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/localization_using_gettext.pot b/sphinx/templates/tutorials/i18n/localization_using_gettext.pot index 495d379714..e7e24b9b30 100644 --- a/sphinx/templates/tutorials/i18n/localization_using_gettext.pot +++ b/sphinx/templates/tutorials/i18n/localization_using_gettext.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot index 9c393e6fc4..79e9bb555d 100644 --- a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot +++ b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/index.pot b/sphinx/templates/tutorials/inputs/index.pot index e3836946ee..1c2ec6da51 100644 --- a/sphinx/templates/tutorials/inputs/index.pot +++ b/sphinx/templates/tutorials/inputs/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/input_examples.pot b/sphinx/templates/tutorials/inputs/input_examples.pot index fc66f7d5c4..989644fd1f 100644 --- a/sphinx/templates/tutorials/inputs/input_examples.pot +++ b/sphinx/templates/tutorials/inputs/input_examples.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/inputevent.pot b/sphinx/templates/tutorials/inputs/inputevent.pot index 84aa1bad1b..a9d199b0e4 100644 --- a/sphinx/templates/tutorials/inputs/inputevent.pot +++ b/sphinx/templates/tutorials/inputs/inputevent.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot index 26a715c68e..98a23d9ad1 100644 --- a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot +++ b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/background_loading.pot b/sphinx/templates/tutorials/io/background_loading.pot index 06f9986a2d..5f162acee9 100644 --- a/sphinx/templates/tutorials/io/background_loading.pot +++ b/sphinx/templates/tutorials/io/background_loading.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/data_paths.pot b/sphinx/templates/tutorials/io/data_paths.pot index 93716a59f7..931b414208 100644 --- a/sphinx/templates/tutorials/io/data_paths.pot +++ b/sphinx/templates/tutorials/io/data_paths.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -134,15 +134,19 @@ msgstr "" msgid "Godot complies with the `XDG Base Directory Specification `__ on all platforms. Environment variables can be overridden as per the specification to change the editor (and project) data paths." msgstr "" -#: ../../docs/tutorials/io/data_paths.rst:78 +#: ../../docs/tutorials/io/data_paths.rst:77 +msgid "If you use `Godot packaged as a Flatpak `__, the editor data paths will be located in subfolders in ``~/.var/app/org.godotengine.Godot/``." +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:83 msgid "Self-contained mode" msgstr "" -#: ../../docs/tutorials/io/data_paths.rst:80 +#: ../../docs/tutorials/io/data_paths.rst:85 msgid "If you create a file called ``._sc_`` or ``_sc_`` in the same directory as the editor binary, Godot will enable *self-contained mode*. This will make Godot write all user data to a directory named ``editor_data/`` in the same directory as the editor binary. This is useful to create a \"portable\" installation, which can then be placed on an USB drive." msgstr "" -#: ../../docs/tutorials/io/data_paths.rst:86 +#: ../../docs/tutorials/io/data_paths.rst:91 msgid "The `Steam release of Godot `__ uses self-contained mode by default." msgstr "" diff --git a/sphinx/templates/tutorials/io/encrypting_save_games.pot b/sphinx/templates/tutorials/io/encrypting_save_games.pot index 390136c4f4..e183d46fba 100644 --- a/sphinx/templates/tutorials/io/encrypting_save_games.pot +++ b/sphinx/templates/tutorials/io/encrypting_save_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/index.pot b/sphinx/templates/tutorials/io/index.pot index 4bdace6e3a..60632c9c5e 100644 --- a/sphinx/templates/tutorials/io/index.pot +++ b/sphinx/templates/tutorials/io/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/saving_games.pot b/sphinx/templates/tutorials/io/saving_games.pot index 6d3741fe67..e04a45767c 100644 --- a/sphinx/templates/tutorials/io/saving_games.pot +++ b/sphinx/templates/tutorials/io/saving_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/legal/complying_with_licenses.pot b/sphinx/templates/tutorials/legal/complying_with_licenses.pot index 7feaef3a2d..4e54a54429 100644 --- a/sphinx/templates/tutorials/legal/complying_with_licenses.pot +++ b/sphinx/templates/tutorials/legal/complying_with_licenses.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/legal/index.pot b/sphinx/templates/tutorials/legal/index.pot index 6e9a20fb9d..9f0bc73872 100644 --- a/sphinx/templates/tutorials/legal/index.pot +++ b/sphinx/templates/tutorials/legal/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/beziers_and_curves.pot b/sphinx/templates/tutorials/math/beziers_and_curves.pot index ea9133aaa5..f1ecd4b8e9 100644 --- a/sphinx/templates/tutorials/math/beziers_and_curves.pot +++ b/sphinx/templates/tutorials/math/beziers_and_curves.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/index.pot b/sphinx/templates/tutorials/math/index.pot index e3e2e73619..e836279941 100644 --- a/sphinx/templates/tutorials/math/index.pot +++ b/sphinx/templates/tutorials/math/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/interpolation.pot b/sphinx/templates/tutorials/math/interpolation.pot index b41e575152..708a2f4073 100644 --- a/sphinx/templates/tutorials/math/interpolation.pot +++ b/sphinx/templates/tutorials/math/interpolation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/matrices_and_transforms.pot b/sphinx/templates/tutorials/math/matrices_and_transforms.pot index 016b20c081..683fcbc659 100644 --- a/sphinx/templates/tutorials/math/matrices_and_transforms.pot +++ b/sphinx/templates/tutorials/math/matrices_and_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vector_math.pot b/sphinx/templates/tutorials/math/vector_math.pot index 172bf729b2..0d0b373be6 100644 --- a/sphinx/templates/tutorials/math/vector_math.pot +++ b/sphinx/templates/tutorials/math/vector_math.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vectors_advanced.pot b/sphinx/templates/tutorials/math/vectors_advanced.pot index 3f6a9bf59b..477e63aa27 100644 --- a/sphinx/templates/tutorials/math/vectors_advanced.pot +++ b/sphinx/templates/tutorials/math/vectors_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/binary_serialization_api.pot b/sphinx/templates/tutorials/misc/binary_serialization_api.pot index 156e65f2cb..7a321804dc 100644 --- a/sphinx/templates/tutorials/misc/binary_serialization_api.pot +++ b/sphinx/templates/tutorials/misc/binary_serialization_api.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/change_scenes_manually.pot b/sphinx/templates/tutorials/misc/change_scenes_manually.pot index f4e7ec0b32..36153cb93e 100644 --- a/sphinx/templates/tutorials/misc/change_scenes_manually.pot +++ b/sphinx/templates/tutorials/misc/change_scenes_manually.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot b/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot index 53abe5f22e..1781373ce5 100644 --- a/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot +++ b/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/handling_quit_requests.pot b/sphinx/templates/tutorials/misc/handling_quit_requests.pot index 6c7699794b..61c11894ea 100644 --- a/sphinx/templates/tutorials/misc/handling_quit_requests.pot +++ b/sphinx/templates/tutorials/misc/handling_quit_requests.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/index.pot b/sphinx/templates/tutorials/misc/index.pot index 7c3e46a78a..3bc0c44c4b 100644 --- a/sphinx/templates/tutorials/misc/index.pot +++ b/sphinx/templates/tutorials/misc/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/instancing_with_signals.pot b/sphinx/templates/tutorials/misc/instancing_with_signals.pot index c79634ae2e..13381fc16e 100644 --- a/sphinx/templates/tutorials/misc/instancing_with_signals.pot +++ b/sphinx/templates/tutorials/misc/instancing_with_signals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/jitter_stutter.pot b/sphinx/templates/tutorials/misc/jitter_stutter.pot index f218ea017a..af6a6cd31d 100644 --- a/sphinx/templates/tutorials/misc/jitter_stutter.pot +++ b/sphinx/templates/tutorials/misc/jitter_stutter.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/pausing_games.pot b/sphinx/templates/tutorials/misc/pausing_games.pot index e7219d423f..80dcc14195 100644 --- a/sphinx/templates/tutorials/misc/pausing_games.pot +++ b/sphinx/templates/tutorials/misc/pausing_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot b/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot index 4816756fb0..2c926f307d 100644 --- a/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot +++ b/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot index 54bd61e5f3..ef02ee0eee 100644 --- a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot +++ b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/http_client_class.pot b/sphinx/templates/tutorials/networking/http_client_class.pot index e3388dc9e7..89cef31c45 100644 --- a/sphinx/templates/tutorials/networking/http_client_class.pot +++ b/sphinx/templates/tutorials/networking/http_client_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/http_request_class.pot b/sphinx/templates/tutorials/networking/http_request_class.pot index b6c90bab37..77fc644dab 100644 --- a/sphinx/templates/tutorials/networking/http_request_class.pot +++ b/sphinx/templates/tutorials/networking/http_request_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/index.pot b/sphinx/templates/tutorials/networking/index.pot index 2947568c5e..a2c7cf2a18 100644 --- a/sphinx/templates/tutorials/networking/index.pot +++ b/sphinx/templates/tutorials/networking/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/ssl_certificates.pot b/sphinx/templates/tutorials/networking/ssl_certificates.pot index d478999e8d..1f4ebf5feb 100644 --- a/sphinx/templates/tutorials/networking/ssl_certificates.pot +++ b/sphinx/templates/tutorials/networking/ssl_certificates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/webrtc.pot b/sphinx/templates/tutorials/networking/webrtc.pot index f3abd8858c..701cb26b33 100644 --- a/sphinx/templates/tutorials/networking/webrtc.pot +++ b/sphinx/templates/tutorials/networking/webrtc.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/websocket.pot b/sphinx/templates/tutorials/networking/websocket.pot index c45c7e9793..5d9a3d2b4a 100644 --- a/sphinx/templates/tutorials/networking/websocket.pot +++ b/sphinx/templates/tutorials/networking/websocket.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/index.pot b/sphinx/templates/tutorials/optimization/index.pot index 8b8e01ce49..486900d590 100644 --- a/sphinx/templates/tutorials/optimization/index.pot +++ b/sphinx/templates/tutorials/optimization/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/using_multimesh.pot b/sphinx/templates/tutorials/optimization/using_multimesh.pot index 8b92fd9d2d..cd3741bb4f 100644 --- a/sphinx/templates/tutorials/optimization/using_multimesh.pot +++ b/sphinx/templates/tutorials/optimization/using_multimesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,6 +61,6 @@ msgid "Multimesh example" msgstr "" #: ../../docs/tutorials/optimization/using_multimesh.rst:50 -msgid "Here is an example of using a MultiMesh from code (using GDScript). Other languages may be more efficient for millions of objects, but for a few thousands, GDScript should be fine." +msgid "Here is an example of using a MultiMesh from code. Languages other than GDScript may be more efficient for millions of objects, but for a few thousands, GDScript should be fine." msgstr "" diff --git a/sphinx/templates/tutorials/optimization/using_servers.pot b/sphinx/templates/tutorials/optimization/using_servers.pot index c872ad76ca..75a381070b 100644 --- a/sphinx/templates/tutorials/optimization/using_servers.pot +++ b/sphinx/templates/tutorials/optimization/using_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/index.pot b/sphinx/templates/tutorials/physics/index.pot index 678b798ba3..116ae040ad 100644 --- a/sphinx/templates/tutorials/physics/index.pot +++ b/sphinx/templates/tutorials/physics/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot index 2754912a69..9816199d68 100644 --- a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot +++ b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -37,11 +37,11 @@ msgid "So, what is the difference?:" msgstr "" #: ../../docs/tutorials/physics/kinematic_character_2d.rst:25 -msgid "A **dynamic character controller** uses a rigid body with an infinite inertia tensor. Basically, it's a rigid body that can't rotate. Physics engines always let objects collide, then solve their collisions all together. This makes dynamic character controllers able to interact with other physics objects seamlessly (as seen in the platformer demo), however these interactions are not always predictable. Collisions can also take more than one frame to be solved, so a few collisions may seem to displace a tiny bit. Those problems can be fixed, but require a certain amount of skill." +msgid "A **dynamic character controller** uses a rigid body with an infinite inertia tensor. It's a rigid body that can't rotate. Physics engines always let objects move and collide, then solve their collisions all together. This makes dynamic character controllers able to interact with other physics objects seamlessly, as seen in the platformer demo. However, these interactions are not always predictable. Collisions can take more than one frame to be solved, so a few collisions may seem to displace a tiny bit. Those problems can be fixed, but require a certain amount of skill." msgstr "" #: ../../docs/tutorials/physics/kinematic_character_2d.rst:34 -msgid "A **kinematic character controller** is assumed to always begin in a non-colliding state, and will always move to a non colliding state. If it starts in a colliding state, it will try to free itself (like rigid bodies do), but this is the exception, not the rule. This makes their control and motion a lot more predictable and easier to program. However, as a downside, they can't directly interact with other physics objects (unless done by hand in code)." +msgid "A **kinematic character controller** is assumed to always begin in a non-colliding state, and will always move to a non-colliding state. If it starts in a colliding state, it will try to free itself like rigid bodies do, but this is the exception, not the rule. This makes their control and motion a lot more predictable and easier to program. However, as a downside, they can't directly interact with other physics objects, unless done by hand in code." msgstr "" #: ../../docs/tutorials/physics/kinematic_character_2d.rst:42 diff --git a/sphinx/templates/tutorials/physics/physics_introduction.pot b/sphinx/templates/tutorials/physics/physics_introduction.pot index b310df35cf..0a3f29ae93 100644 --- a/sphinx/templates/tutorials/physics/physics_introduction.pot +++ b/sphinx/templates/tutorials/physics/physics_introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/ragdoll_system.pot b/sphinx/templates/tutorials/physics/ragdoll_system.pot index 7a12a43a77..c6d38859d1 100644 --- a/sphinx/templates/tutorials/physics/ragdoll_system.pot +++ b/sphinx/templates/tutorials/physics/ragdoll_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -69,11 +69,11 @@ msgid "Each ``PhysicalBone`` the engine needs to simulate has a performance cost msgstr "" #: ../../docs/tutorials/physics/ragdoll_system.rst:38 -msgid "For example, if we take a humanoid, you do not want to have physical bones for each finger. you can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers." +msgid "For example, if we take a humanoid, you do not want to have physical bones for each finger. You can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers." msgstr "" #: ../../docs/tutorials/physics/ragdoll_system.rst:40 -msgid "Remove these physical bones : ``MASTER``, ``waist``, ``neck``, ``headtracker``. This gives us an optimized skeleton and makes it easier to control the ragdoll." +msgid "Remove these physical bones: ``MASTER``, ``waist``, ``neck``, ``headtracker``. This gives us an optimized skeleton and makes it easier to control the ragdoll." msgstr "" #: ../../docs/tutorials/physics/ragdoll_system.rst:43 diff --git a/sphinx/templates/tutorials/physics/ray-casting.pot b/sphinx/templates/tutorials/physics/ray-casting.pot index a9be52d7bd..1e05ac6797 100644 --- a/sphinx/templates/tutorials/physics/ray-casting.pot +++ b/sphinx/templates/tutorials/physics/ray-casting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/rigid_body.pot b/sphinx/templates/tutorials/physics/rigid_body.pot index fa595d605e..b84bf6d44b 100644 --- a/sphinx/templates/tutorials/physics/rigid_body.pot +++ b/sphinx/templates/tutorials/physics/rigid_body.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/soft_body.pot b/sphinx/templates/tutorials/physics/soft_body.pot index ef1b96ce00..b73d5909e2 100644 --- a/sphinx/templates/tutorials/physics/soft_body.pot +++ b/sphinx/templates/tutorials/physics/soft_body.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/using_area_2d.pot b/sphinx/templates/tutorials/physics/using_area_2d.pot index 320d3ab0ab..91eb60d20d 100644 --- a/sphinx/templates/tutorials/physics/using_area_2d.pot +++ b/sphinx/templates/tutorials/physics/using_area_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot b/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot index e1fa0fd27d..7f76e0c1fb 100644 --- a/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot +++ b/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,7 +25,7 @@ msgid "Introduction" msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:9 -msgid "Godot offers a number of collision objects to provide both collision detection and response. Trying to decide which one to use for your project can be confusing. You can avoid problems and simplify development if you understand how each of them works and what their pros and cons are. In this tutorial, we'll look at the :ref:`KinematicBody2D ` node and show some examples of how it can be used." +msgid "Godot offers several collision objects to provide both collision detection and response. Trying to decide which one to use for your project can be confusing. You can avoid problems and simplify development if you understand how each of them works and what their pros and cons are. In this tutorial, we'll look at the :ref:`KinematicBody2D ` node and show some examples of how to use it." msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:16 @@ -37,7 +37,7 @@ msgid "What is a kinematic body?" msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:22 -msgid "``KinematicBody2D`` is for implementing bodies that are to be controlled via code. They detect collisions with other bodies when moving, but are not affected by engine physics properties, like gravity or friction. While this means that you have to write some code to create their behavior, it also means you have more precise control over how they move and react." +msgid "``KinematicBody2D`` is for implementing bodies that are controlled via code. Kinematic bodies detect collisions with other bodies when moving, but are not affected by engine physics properties, like gravity or friction. While this means that you have to write some code to create their behavior, it also means you have more precise control over how they move and react." msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:28 @@ -49,11 +49,11 @@ msgid "Movement and collision" msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:35 -msgid "When moving a ``KinematicBody2D``, you should not set its ``position`` property directly. Instead, you use the ``move_and_collide()`` or ``move_and_slide()`` methods. These methods move the body along a given vector and will instantly stop if a collision is detected with another body. After a KinematicBody2D has collided, any *collision response* must be coded manually." +msgid "When moving a ``KinematicBody2D``, you should not set its ``position`` property directly. Instead, you use the ``move_and_collide()`` or ``move_and_slide()`` methods. These methods move the body along a given vector and instantly stop if a collision is detected with another body. After a KinematicBody2D has collided, any *collision response* must be coded manually." msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:41 -msgid "Kinematic body movement should only be done in the ``_physics_process()`` callback." +msgid "You should only do Kinematic body movement in the ``_physics_process()`` callback." msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:43 @@ -77,7 +77,7 @@ msgid "``move_and_slide``" msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:62 -msgid "The ``move_and_slide()`` method is intended to simplify the collision response in the common case where you want one body to slide along the other. This is especially useful in platformers or top-down games, for example." +msgid "The ``move_and_slide()`` method is intended to simplify the collision response in the common case where you want one body to slide along the other. It is especially useful in platformers or top-down games, for example." msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:66 @@ -93,7 +93,7 @@ msgid "``floor_normal`` - *default value:* ``Vector2( 0, 0 )``" msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:75 -msgid "This parameter allows you to define what surfaces the engine should consider to be the floor. Setting this lets you use the ``is_on_floor()``, ``is_on_wall()``, and ``is_on_ceiling()`` methods to detect what type of surface the body is in contact with. The default value means that all surfaces are considered walls." +msgid "This parameter allows you to define what surfaces the engine should consider being the floor. Setting this lets you use the ``is_on_floor()``, ``is_on_wall()``, and ``is_on_ceiling()`` methods to detect what type of surface the body is in contact with. The default value means that all surfaces are considered walls." msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:80 @@ -101,7 +101,7 @@ msgid "``slope_stop_min_velocity`` - *default value:* ``5``" msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:82 -msgid "This is the minimum velocity when standing on a slope. This prevents a body from sliding down a slope when standing still." +msgid "This parameter is the minimum velocity required to move when standing on a slope. It prevents a body from sliding down when standing still." msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:85 @@ -109,7 +109,7 @@ msgid "``max_bounces`` - *default value:* ``4``" msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:87 -msgid "This is the maximum number of collisions before the body stops moving. Setting this too low may prevent movement entirely." +msgid "This parameter is the maximum number of collisions before the body stops moving. Setting it too low may prevent movement entirely." msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:90 @@ -117,7 +117,7 @@ msgid "``floor_max_angle`` - *default value:* ``0.785398`` (in radians, equivale msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:92 -msgid "This is the maximum angle before a surface is no longer considered a \"floor\"." +msgid "This parameter is the maximum angle before a surface is no longer considered a \"floor.\"" msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:95 @@ -133,122 +133,134 @@ msgid "Which movement method to use?" msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:106 -msgid "A common question from new Godot users is: \"How do you decide which movement function to use?\" Often, the response is to use ``move_and_slide()`` because it's \"simpler\", but this is not necessarily the case. One way to think of it is that ``move_and_slide()`` is a special case, and ``move_and_collide()`` is more general. For example, the following two code snippets result in the same collision response:" +msgid "A common question from new Godot users is: \"How do you decide which movement function to use?\" Often, the response is to use ``move_and_slide()`` because it's \"simpler,\" but this is not necessarily the case. One way to think of it is that ``move_and_slide()`` is a special case, and ``move_and_collide()`` is more general. For example, the following two code snippets result in the same collision response:" msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:137 msgid "Anything you do with ``move_and_slide()`` can also be done with ``move_and_collide()``, but it might take a little more code. However, as we'll see in the examples below, there are cases where ``move_and_slide()`` doesn't provide the response you want." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:142 -msgid "Examples" +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:141 +msgid "In the example above, we assign the velocity that ``move_and_slide()`` returns back into the ``velocity`` variable. This is because when the character collides with the environment, the function recalculates the speed internally to reflect the slowdown." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:144 -msgid "To see these examples in action, download the sample project: :download:`using_kinematic2d.zip `." -msgstr "" - -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:148 -msgid "Movement and walls" +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:146 +msgid "For example, if your character fell on the floor, you don't want it to accumulate vertical speed due to the effect of gravity. Instead, you want its vertical speed to reset to zero." msgstr "" #: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:150 +msgid "``move_and_slide()`` may also recalculate the kinematic body's velocity several times in a loop as, to produce a smooth motion, it moves the character and collides up to five times by default. At the end of the process, the function returns the character's new velocity that we can store in our ``velocity`` variable, and use on the next frame." +msgstr "" + +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:157 +msgid "Examples" +msgstr "" + +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:159 +msgid "To see these examples in action, download the sample project: :download:`using_kinematic2d.zip `." +msgstr "" + +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:163 +msgid "Movement and walls" +msgstr "" + +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:165 msgid "If you've downloaded the sample project, this example is in \"BasicMovement.tscn\"." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:152 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:167 msgid "For this example, add a ``KinematicBody2D`` with two children: a ``Sprite`` and a ``CollisionShape2D``. Use the Godot \"icon.png\" as the Sprite's texture (drag it from the Filesystem dock to the *Texture* property of the ``Sprite``). In the ``CollisionShape2D``'s *Shape* property, select \"New RectangleShape2D\" and size the rectangle to fit over the sprite image." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:158 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:173 msgid "See :ref:`doc_2d_movement` for examples of implementing 2D movement schemes." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:160 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:175 msgid "Attach a script to the KinematicBody2D and add the following code:" msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:223 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:238 msgid "Run this scene and you'll see that ``move_and_collide()`` works as expected, moving the body along the velocity vector. Now let's see what happens when you add some obstacles. Add a :ref:`StaticBody2D ` with a rectangular collision shape. For visibility, you can use a sprite, a Polygon2D, or turn on \"Visible Collision Shapes\" from the \"Debug\" menu." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:229 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:244 msgid "Run the scene again and try moving into the obstacle. You'll see that the ``KinematicBody2D`` can't penetrate the obstacle. However, try moving into the obstacle at an angle and you'll find that the obstacle acts like glue - it feels like the body gets stuck." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:233 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:248 msgid "This happens because there is no *collision response*. ``move_and_collide()`` stops the body's movement when a collision occurs. We need to code whatever response we want from the collision." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:237 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:252 msgid "Try changing the function to ``move_and_slide(velocity)`` and running again. Note that we removed ``delta`` from the velocity calculation." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:240 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:255 msgid "``move_and_slide()`` provides a default collision response of sliding the body along the collision object. This is useful for a great many game types, and may be all you need to get the behavior you want." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:245 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:260 msgid "Bouncing/reflecting" msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:247 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:262 msgid "What if you don't want a sliding collision response? For this example (\"BounceandCollide.tscn\" in the sample project), we have a character shooting bullets and we want the bullets to bounce off the walls." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:251 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:266 msgid "This example uses three scenes. The main scene contains the Player and Walls. The Bullet and Wall are separate scenes so that they can be instanced." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:254 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:269 msgid "The Player is controlled by the `w` and `s` keys for forward and back. Aiming uses the mouse pointer. Here is the code for the Player, using ``move_and_slide()``:" msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:341 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:356 msgid "And the code for the Bullet:" msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:403 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:418 msgid "The action happens in ``_physics_process()``. After using ``move_and_collide()``, if a collision occurs, a ``KinematicCollision2D`` object is returned (otherwise, the return is ``Nil``)." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:407 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:422 msgid "If there is a returned collision, we use the ``normal`` of the collision to reflect the bullet's ``velocity`` with the ``Vector2.bounce()`` method." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:410 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:425 msgid "If the colliding object (``collider``) has a ``hit`` method, we also call it. In the example project, we've added a flashing color effect to the Wall to demonstrate this." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:417 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:432 msgid "Platformer movement" msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:419 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:434 msgid "Let's try one more popular example: the 2D platformer. ``move_and_slide()`` is ideal for quickly getting a functional character controller up and running. If you've downloaded the sample project, you can find this in \"Platformer.tscn\"." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:423 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:438 msgid "For this example, we'll assume you have a level made of ``StaticBody2D`` objects. They can be any shape and size. In the sample project, we're using :ref:`Polygon2D ` to create the platform shapes." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:427 +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:442 msgid "Here's the code for the player body:" msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:508 -msgid "When using ``move_and_slide()``, the function returns a vector representing the movement that remained after the slide collision occurred. Setting that value back to the character's ``velocity`` allows us to smoothly move up and down slopes. Try removing ``velocity =`` and see what happens if you don't do this." +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:523 +msgid "When using ``move_and_slide()``, the function returns a vector representing the movement that remained after the slide collision occurred. Setting that value back to the character's ``velocity`` allows us to move up and down slopes smoothly. Try removing ``velocity =`` and see what happens if you don't do this." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:513 -msgid "Also note that we've added ``Vector2(0, -1)`` as the floor normal. This is a vector pointing straight upward. This means that if the character collides with an object that has this normal, it will be considered a floor." +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:528 +msgid "Also note that we've added ``Vector2(0, -1)`` as the floor normal. This vector points straight upward. As a result, if the character collides with an object that has this normal, it will be considered a floor." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:517 -msgid "Using the floor normal allows us to make jumping work, using ``is_on_floor()``. This function will only return ``true`` after a ``move_and_slide()`` collision where the colliding body's normal is within 45 degrees of the given floor vector (this can be adjusted by setting ``floor_max_angle``)." +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:532 +msgid "Using the floor normal allows us to make jumping work, using ``is_on_floor()``. This function will only return ``true`` after a ``move_and_slide()`` collision where the colliding body's normal is within 45 degrees of the given floor vector. You can control the maximum angle by setting ``floor_max_angle``." msgstr "" -#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:522 -msgid "This also allows you to implement other features (like wall jumps) using ``is_on_wall()``, for example." +#: ../../docs/tutorials/physics/using_kinematic_body_2d.rst:537 +msgid "This angle also allows you to implement other features like wall jumps using ``is_on_wall()``, for example." msgstr "" diff --git a/sphinx/templates/tutorials/platform/android_in_app_purchases.pot b/sphinx/templates/tutorials/platform/android_in_app_purchases.pot index 06aefbd931..df4ba905f0 100644 --- a/sphinx/templates/tutorials/platform/android_in_app_purchases.pot +++ b/sphinx/templates/tutorials/platform/android_in_app_purchases.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/consoles.pot b/sphinx/templates/tutorials/platform/consoles.pot index b6423a3605..d79c2b7d68 100644 --- a/sphinx/templates/tutorials/platform/consoles.pot +++ b/sphinx/templates/tutorials/platform/consoles.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/customizing_html5_shell.pot b/sphinx/templates/tutorials/platform/customizing_html5_shell.pot index 3d183294fb..86e9569ead 100644 --- a/sphinx/templates/tutorials/platform/customizing_html5_shell.pot +++ b/sphinx/templates/tutorials/platform/customizing_html5_shell.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/index.pot b/sphinx/templates/tutorials/platform/index.pot index b1018f8e26..a50eea0134 100644 --- a/sphinx/templates/tutorials/platform/index.pot +++ b/sphinx/templates/tutorials/platform/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/services_for_ios.pot b/sphinx/templates/tutorials/platform/services_for_ios.pot index 7620311b17..fa1fef2078 100644 --- a/sphinx/templates/tutorials/platform/services_for_ios.pot +++ b/sphinx/templates/tutorials/platform/services_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/android/android_plugin.pot b/sphinx/templates/tutorials/plugins/android/android_plugin.pot index 5a0100d082..ffbc09cc25 100644 --- a/sphinx/templates/tutorials/plugins/android/android_plugin.pot +++ b/sphinx/templates/tutorials/plugins/android/android_plugin.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/android/index.pot b/sphinx/templates/tutorials/plugins/android/index.pot index 8b3399ff62..c0c6ab4835 100644 --- a/sphinx/templates/tutorials/plugins/android/index.pot +++ b/sphinx/templates/tutorials/plugins/android/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot index 64ab0e11b2..eb1905298b 100644 --- a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/index.pot b/sphinx/templates/tutorials/plugins/editor/index.pot index 38ce0c4e98..1e2a91c656 100644 --- a/sphinx/templates/tutorials/plugins/editor/index.pot +++ b/sphinx/templates/tutorials/plugins/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot b/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot index 96e4b671c4..2e6a8460b4 100644 --- a/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot b/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot index c0efdea2ff..516e123f75 100644 --- a/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -93,70 +93,70 @@ msgid "Main screen scene" msgstr "" #: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:106 -msgid "Create a new scene with a ``Panel`` root node. Select this root node and, in the viewport, click the ``Layout`` menu and select ``Full Rect``. The panel now uses all the space available in the viewport. Now, let's add a new script on the root node. Name it ``main_panel.gd``." +msgid "Create a new scene with a ``Panel`` root node. Select this root node, and in the viewport, click the ``Layout`` menu and select ``Full Rect``. You also need to enable the ``Expand`` vertical size flag in the inspector. The panel now uses all the space available in the viewport. Now, let's add a new script on the root node. Name it ``main_panel.gd``." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:111 -msgid "We then add 2 children to this Panel node: first a ``Button`` node. Place it anywhere on the Panel." +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:112 +msgid "We then add 2 children to this Panel node: first a ``Button`` node. Place it anywhere on the Panel. Then add a ``Label`` node." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:114 +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:115 msgid "Now we need to define a behaviour when this button is pressed. This is covered by the :ref:`Handling a signal ` page, so this part will not be described in details in this tutorial. Select the Button node and click the ``Node`` side dock. Select the ``pressed()`` signal and click the ``Connect`` button (you can also double-click the ``pressed()`` signal instead). In the window that opened, select the Panel node (we will centralize all behaviors in its attached script). Keep the default function name, make sure that the ``Make function`` toggle is ON and hit ``Connect``. This creates an ``_on_Button_pressed()`` function in the ``main_panel.gd`` script, that will be called every time the button is pressed." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:126 +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:127 msgid "As the button gets pressed, we want the side-panel's ``Label`` node to show a specific text. As explained above, we cannot directly access the target scene, so we'll emit a signal instead. The ``main_screen_plugin.gd`` script will then connect this signal to the target scene. Let's continue in the ``main_panel.gd`` script:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:142 +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:143 msgid "In the same way, this main scene's Label node has to show a value when it receives a specific signal. Let's create a new ``_on_side_button_pressed(text_to_show)`` function for this purpose:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:151 +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:152 msgid "We are done for the main screen panel. Save the scene as ``main_panel.tscn``." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:154 +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:155 msgid "Tabbed panel scene" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:156 +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:157 msgid "The tabbed panel scene is almost identical to the main panel scene. You can either duplicate the ``main_panel.tscn`` file and name the new file ``side_panel.tscn``, or re-create it from a new scene by following the previous section again. However, you will have to create a new script and attach it to the Panel root node. Save it as ``side_panel.gd``. Its content is slightly different, as the signal emitted and the target function have different names. Here is the script's full content:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:178 +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:179 msgid "Connecting the two scenes in the plugin script" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:180 +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:181 msgid "We now need to update the ``main_screen_plugin.gd`` script so the plugin instances our 2 GUI scenes and places them at the right places in the editor. Here is the full ``main.gd``:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:229 +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:230 msgid "A couple of specific lines were added. First, we defined the constants that contain our 2 GUI packed scenes (``MainPanel`` and ``SidePanel``). We will use these resources to instance both scenes." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:233 +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:234 msgid "The ``_enter_tree()`` function is called before ``_ready()``. This is where we actually instance the 2 GUI scenes, and add them as children of specific parts of the editor. The side panel case is similar to the example shown in :ref:`doc_making_plugins` page: we add the scene in an editor dock. We specified it will be placed in the left-side dock, upper-left tab." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:239 +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:240 msgid "``EditorPlugin`` class does not provide any function to add an element in the main viewport. We thus have to use the ``get_editor_interface().get_editor_viewport()`` to obtain this viewport and add our main panel instance as a child to it. We call the ``make_visible(false)`` function to hide the main panel so it is not directly shown when first activating the plugin." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:246 +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:247 msgid "The ``_exit_tree()`` is pretty straightforward. It is automatically called when the plugin is deactivated. It is then important to ``queue_free()`` the elements previously instanced to preserve memory. If you don't, the elements will effectively be invisible in the editor, but they will remain present in the memory. Multiple de-activations/re-activations will then increase memory usage without any way to free it, which is not good." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:253 +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:254 msgid "Finally the ``make_visible()`` function is overridden to hide or show the main panel as needed. This function is automatically called by the editor when the user clicks on another main viewport button such as 2D, 3D or Script." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:258 +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:259 msgid "Try the plugin" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:260 +#: ../../docs/tutorials/plugins/editor/making_main_screen_plugins.rst:261 msgid "Activate the plugin in the Project Settings. You'll observe a new button next to 2D, 3D, Script above the main viewport. You'll also notice a new tab in the left dock. Try to click the buttons in both side and main panels: events are emitted and caught by the corresponding target scene to change the Label caption inside it." msgstr "" diff --git a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot index 2db8e5e5e4..56892633d2 100644 --- a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -76,111 +76,115 @@ msgstr "" msgid "Upon creation of the plugin, the dialog will automatically open the EditorPlugin script for you. The script has two requirements that you cannot change: it must be a ``tool`` script, or else it will not load properly in the editor, and it must inherit from :ref:`class_EditorPlugin`." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:75 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:76 +msgid "In addition to the EditorPlugin script, any other GDScript that your plugin uses must *also* be a tool. Any GDScript without ``tool`` imported into the editor will act like an empty file!" +msgstr "" + +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:80 msgid "It's important to deal with initialization and clean-up of resources. A good practice is to use the virtual function :ref:`_enter_tree() ` to initialize your plugin and :ref:`_exit_tree() ` to clean it up. Thankfully, the dialog generates these callbacks for you. Your script should look something like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:118 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:123 msgid "This is a good template to use when creating new plugins." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:121 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:126 msgid "A custom node" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:123 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:128 msgid "Sometimes you want a certain behavior in many nodes, such as a custom scene or control that can be reused. Instancing is helpful in a lot of cases, but sometimes it can be cumbersome, especially if you're using it in many projects. A good solution to this is to make a plugin that adds a node with a custom behavior." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:131 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:136 msgid "Nodes added via an EditorPlugin are \"CustomType\" nodes. While they work with any scripting language, they have fewer features than :ref:`the Script Class system `. If you are writing GDScript or NativeScript, we recommend using them instead." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:136 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:141 msgid "To create a new node type, you can use the function :ref:`add_custom_type() ` from the :ref:`class_EditorPlugin` class. This function can add new types to the editor (nodes or resources). However, before you can create the type, you need a script that will act as the logic for the type. While that script doesn't have to use the ``tool`` keyword, it can be added so the script runs in the editor." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:143 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:148 msgid "For this tutorial, we'll create a simple button that prints a message when clicked. For that, we'll need a simple script that extends from :ref:`class_Button`. It could also extend :ref:`class_BaseButton` if you prefer:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:179 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:184 msgid "That's it for our basic button. You can save this as ``my_button.gd`` inside the plugin folder. You'll also need a 16×16 icon to show in the scene tree. If you don't have one, you can grab the default one from the engine and save it in your `addons/my_custom_node` folder as `icon.png`, or use the default Godot logo (`preload(\"res://icon.png\")`). You can also use SVG icons if desired." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:187 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:192 msgid "Now, we need to add it as a custom type so it shows on the **Create New Node** dialog. For that, change the ``custom_node.gd`` script to the following:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:233 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:238 msgid "With that done, the plugin should already be available in the plugin list in the **Project Settings**, so activate it as explained in `Checking the results`_." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:236 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:241 msgid "Then try it out by adding your new node:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:240 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:245 msgid "When you add the node, you can see that it already has the script you created attached to it. Set a text to the button, save and run the scene. When you click the button, you can see some text in the console:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:247 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:252 msgid "A custom dock" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:249 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:254 msgid "Sometimes, you need to extend the editor and add tools that are always available. An easy way to do it is to add a new dock with a plugin. Docks are just scenes based on Control, so they are created in a way similar to usual GUI scenes." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:253 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:258 msgid "Creating a custom dock is done just like a custom node. Create a new ``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then add the following content to it:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:278 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:283 msgid "Then create the script ``custom_dock.gd`` in the same folder. Fill it with the :ref:`template we've seen before ` to get a good start." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:282 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:287 msgid "Since we're trying to add a new custom dock, we need to create the contents of the dock. This is nothing more than a standard Godot scene: just create a new scene in the editor then edit it." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:286 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:291 msgid "For an editor dock, the root node **must** be a :ref:`Control ` or one of its child classes. For this tutorial, you can create a single button. The name of the root node will also be the name that appears on the dock tab, so be sure to give it a short and descriptive name. Also, don't forget to add some text to your button." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:294 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:299 msgid "Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we created then add it as a dock in the editor. For this, you can rely on the function :ref:`add_control_to_dock() ` from the :ref:`EditorPlugin ` class." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:299 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:304 msgid "You need to select a dock position and define the control to add (which is the scene you just created). Don't forget to **remove the dock** when the plugin is deactivated. The script could look like this:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:357 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:362 msgid "Note that, while the dock will initially appear at its specified position, the user can freely change its position and save the resulting layout." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:361 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:366 msgid "Checking the results" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:363 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:368 msgid "It's now time to check the results of your work. Open the **Project Settings** and click on the **Plugins** tab. Your plugin should be the only one on the list. If it is not showing, click on the **Update** button in the top-right corner." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:370 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:375 msgid "You can see the plugin is inactive on the **Status** column; click on the status to select **Active**. The dock should become visible before you even close the settings window. You should now have a custom dock:" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:377 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:382 msgid "Going beyond" msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:379 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 msgid "Now that you've learned how to make basic plugins, you can extend the editor in several ways. Lots of functionality can be added to the editor with GDScript; it is a powerful way to create specialized editors without having to delve into C++ modules." msgstr "" -#: ../../docs/tutorials/plugins/editor/making_plugins.rst:384 +#: ../../docs/tutorials/plugins/editor/making_plugins.rst:389 msgid "You can make your own plugins to help yourself and share them in the `Asset Library `_ so that people can benefit from your work." msgstr "" diff --git a/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot b/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot index 90ae1636c0..7f13f00aac 100644 --- a/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot +++ b/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot b/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot index daae70fc6a..f2e015e2a0 100644 --- a/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot b/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot index b647423f6d..e0351a47cf 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot b/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot index a8cd96b31b..8a060727fc 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/index.pot b/sphinx/templates/tutorials/plugins/gdnative/index.pot index 85c9137716..e6abc2124e 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/index.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/index.pot b/sphinx/templates/tutorials/plugins/index.pot index 9879ebdd63..65de9c7a1c 100644 --- a/sphinx/templates/tutorials/plugins/index.pot +++ b/sphinx/templates/tutorials/plugins/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/advanced_postprocessing.pot b/sphinx/templates/tutorials/shading/advanced_postprocessing.pot index c40dc1eb7f..de881ad771 100644 --- a/sphinx/templates/tutorials/shading/advanced_postprocessing.pot +++ b/sphinx/templates/tutorials/shading/advanced_postprocessing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/index.pot b/sphinx/templates/tutorials/shading/index.pot index 98f4bb8554..0a5788ea38 100644 --- a/sphinx/templates/tutorials/shading/index.pot +++ b/sphinx/templates/tutorials/shading/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot b/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot index d712e847ff..340f83c997 100644 --- a/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot +++ b/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot b/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot index 6c9867a54a..962d4b4e99 100644 --- a/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot +++ b/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -274,7 +274,7 @@ msgid "Shadertoy" msgstr "" #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:126 -msgid "`Shadertoy `_ is a website that makes it easy to write fragment shaders and create `pure magic `_." +msgid "`Shadertoy `_ is a website that makes it easy to write fragment shaders and create `pure magic `_." msgstr "" #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:129 diff --git a/sphinx/templates/tutorials/shading/screen-reading_shaders.pot b/sphinx/templates/tutorials/shading/screen-reading_shaders.pot index 5b9c628fae..134c444c2e 100644 --- a/sphinx/templates/tutorials/shading/screen-reading_shaders.pot +++ b/sphinx/templates/tutorials/shading/screen-reading_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shader_materials.pot b/sphinx/templates/tutorials/shading/shader_materials.pot index 3b04b214f6..f2bb882fc2 100644 --- a/sphinx/templates/tutorials/shading/shader_materials.pot +++ b/sphinx/templates/tutorials/shading/shader_materials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot index ad8749f53c..0fcd7218cf 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/index.pot b/sphinx/templates/tutorials/shading/shading_reference/index.pot index 7db822cecc..3074ea8a5b 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/index.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot index 644fe64457..e155687d85 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/shaders.pot b/sphinx/templates/tutorials/shading/shading_reference/shaders.pot index 0d9f7217de..db837c50de 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/shaders.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot b/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot index 3d89d3872b..127171e3e7 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -41,14 +41,14 @@ msgid "Most GLSL ES 3.0 datatypes are supported:" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:495 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:497 msgid "Type" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:449 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:495 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:559 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:451 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:497 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:561 msgid "Description" msgstr "" @@ -61,8 +61,8 @@ msgid "Void datatype, useful only for functions that return nothing." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:25 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:520 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:520 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:522 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:522 msgid "**bool**" msgstr "" @@ -95,8 +95,8 @@ msgid "Four-component vector of booleans." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:33 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:522 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:522 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:524 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:524 msgid "**int**" msgstr "" @@ -161,8 +161,8 @@ msgid "Four-component vector of unsigned integers." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:49 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:524 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:524 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:526 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:526 msgid "**float**" msgstr "" @@ -171,7 +171,7 @@ msgid "Floating point scalar." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:51 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:526 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:528 msgid "**vec2**" msgstr "" @@ -180,7 +180,7 @@ msgid "Two-component vector of floating point values." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:53 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:528 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:530 msgid "**vec3**" msgstr "" @@ -189,8 +189,8 @@ msgid "Three-component vector of floating point values." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:55 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:497 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:530 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:499 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:532 msgid "**vec4**" msgstr "" @@ -215,8 +215,8 @@ msgid "3x3 matrix, in column major order." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:61 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:532 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:534 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:536 msgid "**mat4**" msgstr "" @@ -225,12 +225,12 @@ msgid "4x4 matrix, in column major order." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:63 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:501 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:503 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:505 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:507 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:509 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:511 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:513 msgid "**sampler2D**" msgstr "" @@ -398,1208 +398,1208 @@ msgstr "" msgid "They can be initialized at the beginning like:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:218 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:220 msgid "You can declare multiple arrays (even with different sizes) in one expression:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:228 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:230 msgid "To access an array element, use the indexing syntax:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:238 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:240 msgid "Arrays also have a built-in function ``.length()`` (not to be confused with the built-in ``length()`` function). It doesn't accept any parameters and will return the array's size." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:247 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:249 msgid "Note: If you use an index below 0 or greater than array size - the shader will crash and break rendering. To prevent this, use ``length()``, ``if``, or ``clamp()`` functions to ensure the index is between 0 and the array's length. Always carefully test and check your code. If you pass a constant expression or a simple number, the editor will check its bounds to prevent this crash." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:250 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:252 msgid "Constants" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:252 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:254 msgid "Use the ``const`` keyword before the variable declaration to make that variable immutable, which means that it cannot be modified. All basic types, except samplers can be declared as constants. Accessing and using a constant value is slightly faster than using a uniform. Constants must be initialized at their declaration." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:262 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:264 msgid "Constants cannot be modified and additionally cannot have hints, but multiple of them (if they have the same type) can be declared in a single expression e.g" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:268 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:270 msgid "Similar to variables, arrays can also be declared with ``const``." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:278 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:280 msgid "Constants can be declared both globally (outside of any function) or locally (inside a function). Global constants are useful when you want to have access to a value throughout your shader that does not need to be modified. Like uniforms, global constants are shared between all shader stages, but they are not accessible outside of the shader." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:288 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:290 msgid "Operators" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:290 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:292 msgid "Godot shading language supports the same set of operators as GLSL ES 3.0. Below is the list of them in precedence order:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:293 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:295 msgid "Precedence" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:293 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:295 msgid "Class" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:293 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:295 msgid "Operator" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:295 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:297 msgid "1 (highest)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:295 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:297 msgid "parenthetical grouping" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:295 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:297 msgid "**()**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:297 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:299 msgid "2" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:297 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:299 msgid "unary" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:297 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:299 msgid "**+, -, !, ~**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:299 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:301 msgid "3" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:299 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:301 msgid "multiplicative" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:299 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:301 msgid "**/, \\*, %**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:301 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:303 msgid "4" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:301 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:303 msgid "additive" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:301 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:303 msgid "**+, -**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:303 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:305 msgid "5" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:303 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:305 msgid "bit-wise shift" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:303 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:305 msgid "**<<, >>**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:305 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:307 msgid "6" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:305 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:307 msgid "relational" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:305 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:307 msgid "**<, >, <=, >=**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:307 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:309 msgid "7" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:307 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:309 msgid "equality" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:307 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:309 msgid "**==, !=**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:309 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:311 msgid "8" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:309 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:311 msgid "bit-wise and" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:309 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:311 msgid "**&**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:311 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:313 msgid "9" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:311 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:313 msgid "bit-wise exclusive or" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:311 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:313 msgid "**^**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:313 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:315 msgid "10" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:313 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:315 msgid "bit-wise inclusive or" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:313 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:315 msgid "**|**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:315 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:317 msgid "11" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:315 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:317 msgid "logical and" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:315 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:317 msgid "**&&**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:317 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:319 msgid "12 (lowest)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:317 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:319 msgid "logical inclusive or" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:317 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:319 msgid "**||**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:321 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:323 msgid "Flow control" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:323 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:325 msgid "Godot Shading language supports the most common types of flow control:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:363 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:365 msgid "Keep in mind that, in modern GPUs, an infinite loop can exist and can freeze your application (including editor). Godot can't protect you from this, so be careful not to make this mistake!" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:367 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:369 msgid "Discarding" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:369 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:371 msgid "Fragment and light functions can use the **discard** keyword. If used, the fragment is discarded and nothing is written." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:372 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:374 msgid "Functions" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:374 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:376 msgid "It is possible to define functions in a Godot shader. They use the following syntax:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:389 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:391 msgid "You can only use functions that have been defined above (higher in the editor) the function from which you are calling them." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:392 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:394 msgid "Function arguments can have special qualifiers:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:394 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:396 msgid "**in**: Means the argument is only for reading (default)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:395 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:397 msgid "**out**: Means the argument is only for writing." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:396 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:398 msgid "**inout**: Means the argument is fully passed via reference." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:398 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:400 msgid "Example below:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:407 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:409 msgid "Varyings" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:409 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:411 msgid "To send data from the vertex to the fragment processor function, *varyings* are used. They are set for every primitive vertex in the *vertex processor*, and the value is interpolated for every pixel in the fragment processor." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:427 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:429 msgid "Interpolation qualifiers" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:429 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:431 msgid "Certain values are interpolated during the shading pipeline. You can modify how these interpolations are done by using *interpolation qualifiers*." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:446 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:448 msgid "There are two possible interpolation qualifiers:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:449 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:451 msgid "Qualifier" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:451 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:453 msgid "**flat**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:451 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:453 msgid "The value is not interpolated." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:453 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:455 msgid "**smooth**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:453 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:455 msgid "The value is interpolated in a perspective-correct fashion. This is the default." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:458 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:460 msgid "Uniforms" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:460 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:462 msgid "Passing values to shaders is possible. These are global to the whole shader and are called *uniforms*. When a shader is later assigned to a material, the uniforms will appear as editable parameters in it. Uniforms can't be written from within the shader." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:470 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:472 msgid "You can set uniforms in the editor in the material. Or you can set them through GDScript:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:476 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:478 msgid "The first argument to ``set_shader_param`` is the name of the uniform in the shader. It must match *exactly* to the name of the uniform in the shader or else it will not be recognized." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:481 msgid "Any GLSL type except for *void* can be a uniform. Additionally, Godot provides optional shader hints to make the compiler understand for what the uniform is used." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:490 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:492 msgid "It's important to understand that textures that are supplied as color require hints for proper sRGB->linear conversion (i.e. ``hint_albedo``), as Godot’s 3D engine renders in linear color space." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:492 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:494 msgid "Full list of hints below:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:495 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:497 msgid "Hint" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:497 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:499 msgid "hint_color" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:497 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:499 msgid "Used as color" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:499 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:501 msgid "**int, float**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:499 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:501 msgid "hint_range(min,max [,step] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:499 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:501 msgid "Used as range (with min/max/step)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:501 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:503 msgid "hint_albedo" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:501 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:503 msgid "Used as albedo color, default white" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:503 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:505 msgid "hint_black_albedo" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:503 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:505 msgid "Used as albedo color, default black" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:505 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:507 msgid "hint_normal" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:505 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:507 msgid "Used as normalmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:507 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:509 msgid "hint_white" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:507 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:509 msgid "As value, default to white." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:509 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:511 msgid "hint_black" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:509 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:511 msgid "As value, default to black" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:511 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:513 msgid "hint_aniso" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:511 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:513 msgid "As flowmap, default to right." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:514 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:516 msgid "GDScript uses different variable types than GLSL does, so when passing variables from GDScript to shaders, Godot converts the type automatically. Below is a table of the corresponding types:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:518 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:520 msgid "GDScript type" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:518 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:520 msgid "GLSL type" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:526 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:528 msgid "**Vector2**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:528 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:530 msgid "**Vector3**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:530 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:532 msgid "**Color**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:532 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:534 msgid "**Transform**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:534 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:536 msgid "**Transform2D**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:537 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:539 msgid "Be careful when setting shader uniforms from GDScript, no error will be thrown if the type does not match. Your shader will just exhibit undefined behaviour." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:540 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:542 msgid "Uniforms can also be assigned default values:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:550 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:552 msgid "Built-in functions" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:552 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:554 msgid "A large number of built-in functions are supported, conforming to GLSL ES 3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type nomenclature is used, it can be scalar or vector." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:555 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:557 msgid "For a list of the functions that are not available in the GLES2 backend, please see the :ref:`Differences between GLES2 and GLES3 doc `." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:559 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:561 msgid "Function" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:561 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:563 msgid "vec_type **radians** ( vec_type degrees )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:561 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:563 msgid "Convert degrees to radians" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:563 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:565 msgid "vec_type **degrees** ( vec_type radians )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:563 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:565 msgid "Convert radians to degrees" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:565 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:567 msgid "vec_type **sin** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:565 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:567 msgid "Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:567 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:569 msgid "vec_type **cos** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:567 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:569 msgid "Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:569 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:571 msgid "vec_type **tan** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:569 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:571 msgid "Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:571 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:573 msgid "vec_type **asin** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:571 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:573 msgid "Arc-Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:573 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:575 msgid "vec_type **acos** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:573 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:575 msgid "Arc-Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:575 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:577 msgid "vec_type **atan** ( vec_type y_over_x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:575 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:577 msgid "Arc-Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:577 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:579 msgid "vec_type **atan** ( vec_type y, vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:577 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:579 msgid "Arc-Tangent to convert vector to angle" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:579 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:581 msgid "vec_type **sinh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:579 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:581 msgid "Hyperbolic-Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:581 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:583 msgid "vec_type **cosh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:581 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:583 msgid "Hyperbolic-Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:583 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 msgid "vec_type **tanh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:583 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 msgid "Hyperbolic-Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 msgid "vec_type **asinh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 msgid "Inverse-Hyperbolic-Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 msgid "vec_type **acosh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 msgid "Inverse-Hyperbolic-Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 msgid "vec_type **atanh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 msgid "Inverse-Hyperbolic-Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 msgid "vec_type **pow** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 msgid "Power" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "vec_type **exp** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 msgid "Base-e Exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 msgid "vec_type **exp2** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 msgid "Base-2 Exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "vec_type **log** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 msgid "Natural Logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "vec_type **log2** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 msgid "Base-2 Logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "vec_type **sqrt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 msgid "Square Root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "vec_type **inversesqrt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 msgid "Inverse Square Root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 msgid "vec_type **abs** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "Absolute" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 msgid "ivec_type **abs** ( ivec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 msgid "vec_type **sign** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "Sign" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 msgid "ivec_type **sign** ( ivec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "vec_type **floor** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 msgid "Floor" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "vec_type **round** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 msgid "Round" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "vec_type **roundEven** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 msgid "Round nearest even" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "vec_type **trunc** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 msgid "Truncation" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "vec_type **ceil** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 msgid "Ceil" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "vec_type **fract** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 msgid "Fractional" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 msgid "vec_type **mod** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "Remainder" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 msgid "vec_type **mod** ( vec_type x , float y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 msgid "Fractional of x, with i has integer part" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "vec_type **min** ( vec_type a, vec_type b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 msgid "Minimum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "vec_type **max** ( vec_type a, vec_type b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 msgid "Maximum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "vec_type **clamp** ( vec_type x, vec_type min, vec_type max )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 msgid "Clamp to Min-Max" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "vec_type **mix** ( float a, float b, float c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 msgid "Linear Interpolate" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "vec_type **mix** ( vec_type a, vec_type b, float c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 msgid "Linear Interpolate (Scalar Coef.)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "vec_type **mix** ( vec_type a, vec_type b, vec_type c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 msgid "Linear Interpolate (Vector Coef.)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 msgid "vec_type **mix** ( vec_type a, vec_type b, bvec_type c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 msgid "Linear Interpolate (Boolean-Vector Selection)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "vec_type **step** ( vec_type a, vec_type b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 msgid "vec_type **step** ( float a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 msgid "vec_type **smoothstep** ( vec_type a, vec_type b, vec_type c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "Hermite Interpolate" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 msgid "vec_type **smoothstep** ( float a, float b, vec_type c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "bvec_type **isnan** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 msgid "Scalar, or vector component being NaN" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "bvec_type **isinf** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 msgid "Scalar, or vector component being INF" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "ivec_type **floatBitsToInt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 msgid "Float->Int bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "uvec_type **floatBitsToUint** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 msgid "Float->UInt bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "vec_type **intBitsToFloat** ( ivec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 msgid "Int->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 msgid "vec_type **uintBitsToFloat** ( uvec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 msgid "UInt->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "float **length** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 msgid "Vector Length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "float **distance** ( vec_type a, vec_type b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 msgid "Distance between vectors i.e ``length(a - b)``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "float **dot** ( vec_type a, vec_type b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 msgid "Dot Product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "vec3 **cross** ( vec3 a, vec3 b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 msgid "Cross Product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "vec_type **normalize** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 msgid "Normalize to unit length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "vec3 **reflect** ( vec3 I, vec3 N )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 msgid "Reflect" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "vec3 **refract** ( vec3 I, vec3 N, float eta )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 msgid "Refract" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "vec_type **faceforward** ( vec_type N, vec_type I, vec_type Nref )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 msgid "If dot(Nref, I) < 0, return N, otherwise –N" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "mat_type **matrixCompMult** ( mat_type x, mat_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 msgid "Matrix Component Multiplication" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "mat_type **outerProduct** ( vec_type column, vec_type row )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 msgid "Matrix Outer Product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "mat_type **transpose** ( mat_type m )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 msgid "Transpose Matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 msgid "float **determinant** ( mat_type m )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 msgid "Matrix Determinant" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "mat_type **inverse** ( mat_type m )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 msgid "Inverse Matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "bvec_type **lessThan** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 msgid "Bool vector cmp on < int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "bvec_type **greaterThan** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 msgid "Bool vector cmp on > int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "bvec_type **lessThanEqual** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 msgid "Bool vector cmp on <= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "bvec_type **greaterThanEqual** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 msgid "Bool vector cmp on >= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "bvec_type **equal** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 msgid "Bool vector cmp on == int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "bvec_type **notEqual** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 msgid "Bool vector cmp on != int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "bool **any** ( bvec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 msgid "Any component is ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "bool **all** ( bvec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 msgid "All components are ``true``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "bvec_type **not** ( bvec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 msgid "Invert boolean vector" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 msgid "Get the size of a 2D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "ivec3 **textureSize** ( sampler2DArray_type s, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 msgid "Get the size of a 2D texture array" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "ivec3 **textureSize** ( sampler3D s, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 msgid "Get the size of a 3D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 msgid "Get the size of a Cube texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "vec4_type **texture** ( sampler2D_type s, vec2 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 msgid "Perform a 2D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "vec4_type **texture** ( sampler2DArray_type s, vec3 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 msgid "Perform a 2D texture array read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "vec4_type **texture** ( sampler3D_type s, vec3 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:721 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 msgid "Perform a 3D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "vec4 **texture** ( samplerCube s, vec3 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:723 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 msgid "Perform an Cube texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 msgid "vec4_type **textureProj** ( sampler2D_type s, vec3 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:725 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "Perform a 2D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:727 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 msgid "vec4_type **textureProj** ( sampler2D_type s, vec4 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "vec4_type **textureProj** ( sampler3D_type s, vec4 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:729 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 msgid "Perform a 3D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "vec4_type **textureLod** ( sampler2D_type s, vec2 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:731 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 msgid "Perform a 2D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "vec4_type **textureLod** ( sampler2DArray_type s, vec3 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:733 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 msgid "Perform a 2D texture array read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 msgid "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:735 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "Perform a 3D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:737 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 msgid "vec4 **textureLod** ( samplerCube s, vec3 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 msgid "vec4_type **textureProjLod** ( sampler2D_type s, vec3 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:739 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "Perform a 2D texture read with projection/lod" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:741 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 msgid "vec4_type **textureProjLod** ( sampler2D_type s, vec4 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "vec4_type **textureProjLod** ( sampler3D_type s, vec4 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:743 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 msgid "Perform a 3D texture read with projection/lod" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 msgid "vec4_type **texelFetch** ( sampler2D_type s, ivec2 uv, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:745 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "Fetch a single texel using integer coords" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:747 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 msgid "vec4_type **texelFetch** ( sampler2DArray_type s, ivec3 uv, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:749 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 msgid "vec4_type **texelFetch** ( sampler3D_type s, ivec3 uv, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "vec_type **dFdx** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:751 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 msgid "Derivative in x using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "vec_type **dFdy** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:753 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 msgid "Derivative in y using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "vec_type **fwidth** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:755 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:757 msgid "Sum of absolute derivative in x and y" msgstr "" diff --git a/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot index 5e07521b82..d25996a3e2 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/visual_shaders.pot b/sphinx/templates/tutorials/shading/visual_shaders.pot index 79df31d317..ca748377bf 100644 --- a/sphinx/templates/tutorials/shading/visual_shaders.pot +++ b/sphinx/templates/tutorials/shading/visual_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/index.pot b/sphinx/templates/tutorials/shading/your_first_shader/index.pot index eee2acbaaf..350f4481a3 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/index.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot b/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot index 5296659e0e..d84e0d88af 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot b/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot index 22e839800b..42ca223109 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -206,6 +206,6 @@ msgid "At their core, shaders do what you have seen so far, they compute ``VERTE msgstr "" #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:219 -msgid "For inspiration, take a look at some of the more advanced shader tutorials, and look at other sites like `Shadertoy `_ and `The Book of Shaders `_." +msgid "For inspiration, take a look at some of the more advanced shader tutorials, and look at other sites like `Shadertoy `_ and `The Book of Shaders `_." msgstr "" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot b/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot index 9f69fe8066..bae64630b0 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot b/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot index 3316286c6e..8785969272 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/index.pot b/sphinx/templates/tutorials/threads/index.pot index 7c4c20ceb9..af0ce1e48f 100644 --- a/sphinx/templates/tutorials/threads/index.pot +++ b/sphinx/templates/tutorials/threads/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/thread_safe_apis.pot b/sphinx/templates/tutorials/threads/thread_safe_apis.pot index 68d9196992..ecee164eb1 100644 --- a/sphinx/templates/tutorials/threads/thread_safe_apis.pot +++ b/sphinx/templates/tutorials/threads/thread_safe_apis.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/using_multiple_threads.pot b/sphinx/templates/tutorials/threads/using_multiple_threads.pot index 2067788e89..edd40b2eb8 100644 --- a/sphinx/templates/tutorials/threads/using_multiple_threads.pot +++ b/sphinx/templates/tutorials/threads/using_multiple_threads.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/custom_postprocessing.pot b/sphinx/templates/tutorials/viewports/custom_postprocessing.pot index b99593c48c..6f6b5aea74 100644 --- a/sphinx/templates/tutorials/viewports/custom_postprocessing.pot +++ b/sphinx/templates/tutorials/viewports/custom_postprocessing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/index.pot b/sphinx/templates/tutorials/viewports/index.pot index a6c8ea3152..bf21666433 100644 --- a/sphinx/templates/tutorials/viewports/index.pot +++ b/sphinx/templates/tutorials/viewports/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/multiple_resolutions.pot b/sphinx/templates/tutorials/viewports/multiple_resolutions.pot index 056569ad48..7600970c56 100644 --- a/sphinx/templates/tutorials/viewports/multiple_resolutions.pot +++ b/sphinx/templates/tutorials/viewports/multiple_resolutions.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot b/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot index a44d2f5a2d..753acbb15c 100644 --- a/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot +++ b/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/viewports.pot b/sphinx/templates/tutorials/viewports/viewports.pot index b1907762c8..e2267f2d79 100644 --- a/sphinx/templates/tutorials/viewports/viewports.pot +++ b/sphinx/templates/tutorials/viewports/viewports.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/index.pot b/sphinx/templates/tutorials/vr/index.pot index e06d26f644..b4c76d32a8 100644 --- a/sphinx/templates/tutorials/vr/index.pot +++ b/sphinx/templates/tutorials/vr/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_primer.pot b/sphinx/templates/tutorials/vr/vr_primer.pot index 93d4a41551..4838c78c5c 100644 --- a/sphinx/templates/tutorials/vr/vr_primer.pot +++ b/sphinx/templates/tutorials/vr/vr_primer.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_starter_tutorial/index.pot b/sphinx/templates/tutorials/vr/vr_starter_tutorial/index.pot index 7685e413e4..2452177cae 100644 --- a/sphinx/templates/tutorials/vr/vr_starter_tutorial/index.pot +++ b/sphinx/templates/tutorials/vr/vr_starter_tutorial/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.pot b/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.pot index 471cb2d90b..58fad86027 100644 --- a/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.pot +++ b/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.pot b/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.pot index a66f667186..2b421cab64 100644 --- a/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.pot +++ b/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-12-21 12:27+0100\n" +"POT-Creation-Date: 2020-01-20 15:59+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n"