Sync Sphinx templates with current docs

This commit is contained in:
Rémi Verschelde
2019-01-08 11:39:06 +01:00
parent 4e6c99a58c
commit 77506c7954
235 changed files with 5195 additions and 4844 deletions

2
docs

Submodule docs updated: a0288a7c4a...fae0b185bc

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@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -215,7 +215,7 @@ msgid "FBX SDK has a `restrictive license <https://www.blender.org/bf/Autodesk_F
msgstr ""
#: ../../docs/about/faq.rst:159
msgid "Will [Insert closed SDK such as PhysX, GameWorks, etc.] be supported in Godot?"
msgid "Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?"
msgstr ""
#: ../../docs/about/faq.rst:161

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@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -29,17 +29,17 @@ msgid "In summary, always try to:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:14
#: ../../docs/community/contributing/docs_writing_guidelines.rst:40
#: ../../docs/community/contributing/docs_writing_guidelines.rst:39
msgid "Use the direct voice"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:15
#: ../../docs/community/contributing/docs_writing_guidelines.rst:75
#: ../../docs/community/contributing/docs_writing_guidelines.rst:74
msgid "Use precise action verbs"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:16
#: ../../docs/community/contributing/docs_writing_guidelines.rst:97
#: ../../docs/community/contributing/docs_writing_guidelines.rst:96
msgid "Avoid verbs that end in -ing"
msgstr ""
@@ -52,12 +52,12 @@ msgid "Ban these 8 words: obvious, simple, basic, easy, actual, just, clear, and
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:19
#: ../../docs/community/contributing/docs_writing_guidelines.rst:211
#: ../../docs/community/contributing/docs_writing_guidelines.rst:210
msgid "Use explicit references"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:20
#: ../../docs/community/contributing/docs_writing_guidelines.rst:232
#: ../../docs/community/contributing/docs_writing_guidelines.rst:231
msgid "Use 's to show possession"
msgstr ""
@@ -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:279
#: ../../docs/community/contributing/docs_writing_guidelines.rst:278
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:308
#: ../../docs/community/contributing/docs_writing_guidelines.rst:307
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:333
#: ../../docs/community/contributing/docs_writing_guidelines.rst:332
msgid "Use \"if true\" to describe booleans"
msgstr ""
@@ -92,312 +92,312 @@ msgstr ""
msgid "7 rules for a clear english"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:42
#: ../../docs/community/contributing/docs_writing_guidelines.rst:41
msgid "Use the direct voice when possible. Take the classes, methods, and constants you describe as the subject. It's natural to write using the passive voice, but it's harder to read and produces longer sentences."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:48
#: ../../docs/community/contributing/docs_writing_guidelines.rst:47
msgid "Passive:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:54
#: ../../docs/community/contributing/docs_writing_guidelines.rst:53
msgid "Active:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:60
#: ../../docs/community/contributing/docs_writing_guidelines.rst:314
#: ../../docs/community/contributing/docs_writing_guidelines.rst:59
#: ../../docs/community/contributing/docs_writing_guidelines.rst:313
msgid "**Don't** use the passive voice:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:67
#: ../../docs/community/contributing/docs_writing_guidelines.rst:66
msgid "**Do** use the node's name as a noun:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:77
#: ../../docs/community/contributing/docs_writing_guidelines.rst:76
msgid "Favor precise yet common verbs over generic ones like ``make``, ``set``, and any expression you can replace with a single word."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:80
#: ../../docs/community/contributing/docs_writing_guidelines.rst:79
msgid "**Don't** repeat the method's name. It already states it sets the pivot value to a new one:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:88
#: ../../docs/community/contributing/docs_writing_guidelines.rst:87
msgid "**Do** explain what's the consequence of this \"set\": use precise verbs like ``place``, ``position``, ``rotate``, ``fade``, etc."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:99
#: ../../docs/community/contributing/docs_writing_guidelines.rst:98
msgid "The progressive forms describe continuous actions. E.g. \"is calling\", \"is moving\"."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:102
#: ../../docs/community/contributing/docs_writing_guidelines.rst:101
msgid "**Don't** use the progressive form for instant changes."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:109
#: ../../docs/community/contributing/docs_writing_guidelines.rst:108
msgid "**Do** use simple present, preterit or future."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:116
#: ../../docs/community/contributing/docs_writing_guidelines.rst:115
msgid "You may use the progressive tense to describe actions that are continuous in time. Anything like animation or coroutines."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:121
#: ../../docs/community/contributing/docs_writing_guidelines.rst:120
msgid "Verbs can turn into adjectival nouns with -ing. This is not a conjugation, so you may use them: ``the remaining movement``, ``the missing file``, etc."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:126
#: ../../docs/community/contributing/docs_writing_guidelines.rst:125
msgid "Remove unnecessary adverbs and adjectives"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:128
#: ../../docs/community/contributing/docs_writing_guidelines.rst:127
msgid "Write as few adjectives and adverbs as possible. Only use them if they add key information to the description."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:131
#: ../../docs/community/contributing/docs_writing_guidelines.rst:130
msgid "**Don't** use redundant or meaningless adverbs. Words that lengthen the documentation but don't add any information:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:138
#: ../../docs/community/contributing/docs_writing_guidelines.rst:137
msgid "**Do** write short sentences in a simple, descriptive language:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:145
#: ../../docs/community/contributing/docs_writing_guidelines.rst:144
msgid "Ban these 8 words"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:147
#: ../../docs/community/contributing/docs_writing_guidelines.rst:146
msgid "**Don't** ever use these 8 banned words:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:149
#: ../../docs/community/contributing/docs_writing_guidelines.rst:148
msgid "obvious"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:150
#: ../../docs/community/contributing/docs_writing_guidelines.rst:149
msgid "simple"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:151
#: ../../docs/community/contributing/docs_writing_guidelines.rst:150
msgid "basic"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:152
#: ../../docs/community/contributing/docs_writing_guidelines.rst:151
msgid "easy"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:153
#: ../../docs/community/contributing/docs_writing_guidelines.rst:152
msgid "actual"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:154
#: ../../docs/community/contributing/docs_writing_guidelines.rst:153
msgid "just"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:155
#: ../../docs/community/contributing/docs_writing_guidelines.rst:154
msgid "clear"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:156
#: ../../docs/community/contributing/docs_writing_guidelines.rst:155
msgid "however (some uses)"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:158
#: ../../docs/community/contributing/docs_writing_guidelines.rst:157
msgid "Game creation and programming aren't simple, and nothing's easy to someone learning to use the API for the first time. Other words in the list, like ``just`` or ``actual`` won't add any info to the sentence. Don't use corresponding adverbs either: obviously, simply, basically, easily, actually, clearly."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:164
#: ../../docs/community/contributing/docs_writing_guidelines.rst:163
msgid "**Don't** example. The banned words lengthen the description and take attention away from the most important info:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:172
#: ../../docs/community/contributing/docs_writing_guidelines.rst:171
msgid "**Do** remove them:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:179
#: ../../docs/community/contributing/docs_writing_guidelines.rst:178
msgid "\"Simple\" never helps. Remember, for other users, anything could be complex or frustrate them. There's nothing like a good old *it's simple* to make you cringe. Here's the old brief description, the first sentence on the Timer node's page:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:189
#: ../../docs/community/contributing/docs_writing_guidelines.rst:188
msgid "**Do** explain what the node does instead:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:196
#: ../../docs/community/contributing/docs_writing_guidelines.rst:195
msgid "**Don't** use \"basic\", it is too vague:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:203
#: ../../docs/community/contributing/docs_writing_guidelines.rst:202
msgid "**Do** use the brief description to offer an overview of the node:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:213
#: ../../docs/community/contributing/docs_writing_guidelines.rst:212
msgid "Favor explicit references over implicit ones."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:215
#: ../../docs/community/contributing/docs_writing_guidelines.rst:214
msgid "**Don't** use words like \"the former\", \"the latter\", etc. They're not the most common in English, and they require you to check the reference."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:222
#: ../../docs/community/contributing/docs_writing_guidelines.rst:221
msgid "**Do** repeat words. They remove all ambiguity:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:228
#: ../../docs/community/contributing/docs_writing_guidelines.rst:227
msgid "If you need to repeat the same variable name 3 or 4 times, you probably need to rephrase your description."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:234
#: ../../docs/community/contributing/docs_writing_guidelines.rst:233
msgid "Avoid \"The milk **of** the cow\". It feels unnatural in English. Write \"The cow's milk\" instead."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:237
#: ../../docs/community/contributing/docs_writing_guidelines.rst:236
msgid "**Don't** write \"of the X\":"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:243
#: ../../docs/community/contributing/docs_writing_guidelines.rst:242
msgid "**Do** use ``'s``. It lets you put the main subject at the start of the sentence, and keep it short:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:251
#: ../../docs/community/contributing/docs_writing_guidelines.rst:250
msgid "Use the Oxford comma to enumerate anything"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:253
#: ../../docs/community/contributing/docs_writing_guidelines.rst:252
msgid "From the Oxford dictionary:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:255
#: ../../docs/community/contributing/docs_writing_guidelines.rst:254
msgid "The 'Oxford comma' is an optional comma before the word 'and' at the end of a list: *We sell books, videos, and magazines.*"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:258
#: ../../docs/community/contributing/docs_writing_guidelines.rst:257
msgid "[...] Not all writers and publishers use it, but it can clarify the meaning of a sentence when the items in a list are not single words: *These items are available in black and white, red and yellow, and blue and green.*"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:261
#: ../../docs/community/contributing/docs_writing_guidelines.rst:260
msgid "**Don't** leave the last element of a list without a comma:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:267
#: ../../docs/community/contributing/docs_writing_guidelines.rst:266
msgid "**Do** add a comma before `and` or `or`, for the last element of a list with more than two elements."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:276
#: ../../docs/community/contributing/docs_writing_guidelines.rst:275
msgid "How to write methods and classes"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:281
#: ../../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:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:284
#: ../../docs/community/contributing/docs_writing_guidelines.rst:283
msgid "It's the only description in the \"Create New Node\" dialog."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:285
#: ../../docs/community/contributing/docs_writing_guidelines.rst:284
msgid "It's at the top of every page in the reference"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:287
#: ../../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."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:290
#: ../../docs/community/contributing/docs_writing_guidelines.rst:289
msgid "**Don't** write tiny and vague summaries:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:297
#: ../../docs/community/contributing/docs_writing_guidelines.rst:296
msgid "**Do** give an overview of the node's functionality:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:304
#: ../../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."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:310
#: ../../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``."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:321
#: ../../docs/community/contributing/docs_writing_guidelines.rst:320
msgid "**Do** always use \"Returns\"."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:328
#: ../../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:335
#: ../../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:339
msgid "Also surround boolean values, variable names and methods with [code][/code]."
#: ../../docs/community/contributing/docs_writing_guidelines.rst:338
msgid "Also surround boolean values, variable names and methods with ``[code][/code]``."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:341
#: ../../docs/community/contributing/docs_writing_guidelines.rst:340
msgid "**Do** start with \"if true\":"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:350
msgid "Use [code] around arguments"
#: ../../docs/community/contributing/docs_writing_guidelines.rst:349
msgid "Use ``[code]`` around arguments"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:352
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]."
#: ../../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]``."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:356
#: ../../docs/community/contributing/docs_writing_guidelines.rst:355
msgid "Common vocabulary to use in godot's docs"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:358
#: ../../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:366
#: ../../docs/community/contributing/docs_writing_guidelines.rst:365
msgid "Overview of the interface and common vocabulary"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:368
#: ../../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``."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:374
#: ../../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``..."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:380
#: ../../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``."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:383
#: ../../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``."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:390
msgid "Image Contribution guidelines"
#: ../../docs/community/contributing/docs_writing_guidelines.rst:389
msgid "Image contribution guidelines"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:392
#: ../../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:395
#: ../../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:397
#: ../../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"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:400
#: ../../docs/community/contributing/docs_writing_guidelines.rst:399
msgid "Screenshot size should not exceed 1920x1080."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:402
#: ../../docs/community/contributing/docs_writing_guidelines.rst:401
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:405
#: ../../docs/community/contributing/docs_writing_guidelines.rst:404
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 <https://pngquant.org/>`_ where almost no image quality is lost during compression."
msgstr ""

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -314,7 +314,7 @@ msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:231
#: ../../docs/community/contributing/updating_the_class_reference.rst:233
msgid "See :ref:`hide <class_spatial_hide>`."
msgid "See :ref:`hide <class_spatial_method_hide>`."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:233
@@ -343,7 +343,7 @@ msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:235
#: ../../docs/community/contributing/updating_the_class_reference.rst:237
msgid "Get :ref:`scale <class_node2d_scale>`."
msgid "Get :ref:`scale <class_node2d_property_scale>`."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:237
@@ -372,7 +372,7 @@ msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:239
#: ../../docs/community/contributing/updating_the_class_reference.rst:241
msgid "Emit :ref:`renamed <class_node_renamed>`."
msgid "Emit :ref:`renamed <class_node_signal_renamed>`."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:241
@@ -449,7 +449,7 @@ msgid "*See below.*"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:252
msgid "Use ``[codeblock]`` for pre-formatted code blocks. Inside ``[codeblock]``, always use spaces for indentation (the parser will delete tabs). Example:"
msgid "Use ``[codeblock]`` for pre-formatted code blocks. Inside ``[codeblock]``, always use **four spaces** for indentation (the parser will delete tabs). Example:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:262
@@ -473,6 +473,14 @@ msgid "Localization"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:282
msgid "Before we translate the documentation, we need to complete and proof-read it in English. We'll work on localization when we get past 90% completion."
msgid "The documentation can be translated in any language on `Hosted Weblate <https://hosted.weblate.org/projects/godot-engine/godot-docs/>`__."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:285
msgid "Translated strings are synced manually by documentation maintainers in the `godot-docs-l10n <https://github.com/godotengine/godot-docs-l10n>`__ repository."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:289
msgid "Languages with a good level of completion have their own localized instances of ReadTheDocs. Open an issue on the ``godot-docs-l10n`` repository if you think that a new language is complete enough to get its own instance."
msgstr ""

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -40,63 +40,67 @@ msgstr ""
msgid "Xcode (or the more lightweight Command Line Tools for Xcode)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:18
#: ../../docs/development/compiling/compiling_for_osx.rst:17
msgid "*Optional* - yasm (for WebM SIMD optimizations)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:19
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:22
#: ../../docs/development/compiling/compiling_for_osx.rst:23
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:24
#: ../../docs/development/compiling/compiling_for_osx.rst:25
msgid "Start a terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:30
#: ../../docs/development/compiling/compiling_for_osx.rst:31
msgid "If all goes well, the resulting binary executable will be placed in the \"bin\" subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:35
#: ../../docs/development/compiling/compiling_for_osx.rst:36
msgid "To create an .app like in the official builds, you need to use the template located in ``misc/dist/osx_tools.app``. Typically, for a \".64\" optimised binary built with `scons p=osx target=release_debug`:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:47
#: ../../docs/development/compiling/compiling_for_osx.rst:48
msgid "Compiling for 32 and 64-bit"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:49
#: ../../docs/development/compiling/compiling_for_osx.rst:50
msgid "All macOS versions after 10.6 are 64-bit exclusive, so the executable will be a \".64\" file by default for most users. If you would like to compile a \".fat\" executable which contains both 32 and 64-bit code, you can do so by specifying the bits in the scons command like so:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:59
#: ../../docs/development/compiling/compiling_for_osx.rst:60
msgid "Cross-compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:61
#: ../../docs/development/compiling/compiling_for_osx.rst:62
msgid "It is possible to compile for macOS in a Linux environment (and maybe also in Windows with Cygwin). For that you will need `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS as target. First, follow the instructions to install it:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:66
#: ../../docs/development/compiling/compiling_for_osx.rst:67
msgid "Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>` somewhere on your machine (or download a zip file and extract it somewhere), e.g.:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:74
#: ../../docs/development/compiling/compiling_for_osx.rst:75
msgid "Follow the instructions to package the SDK: https://github.com/tpoechtrager/osxcross#packaging-the-sdk"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:76
#: ../../docs/development/compiling/compiling_for_osx.rst:77
msgid "Follow the instructions to install OSXCross: https://github.com/tpoechtrager/osxcross#installation"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:79
#: ../../docs/development/compiling/compiling_for_osx.rst:80
msgid "After that, you will need to define the ``OSXCROSS_ROOT`` as the path to the OSXCross installation (the same place where you cloned the repository/extracted the zip), e.g.:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:87
#: ../../docs/development/compiling/compiling_for_osx.rst:88
msgid "Now you can compile with SCons like you normally would:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:93
#: ../../docs/development/compiling/compiling_for_osx.rst:94
msgid "If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` argument:"
msgstr ""

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,78 +0,0 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/compiling/packaging_godot.rst:4
msgid "Packaging Godot"
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:6
msgid "Godot has features to make it easier to distribute and to package it for application repositories."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:9
msgid "Default behaviour"
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:11
msgid "By default, Godot stores all settings and installed templates in a per-user directory. First Godot checks the ``APPDATA`` environment variable. If it exists, the per-user directory is the ``Godot`` subdirectory of ``APPDATA``. If ``APPDATA`` doesn't exist, Godot checks the ``HOME`` environment variable. The per-user directory is then the \".godot\" subdir of ``HOME``."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:17
msgid "This meets common operating system standards."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:20
msgid "Global template path (Unix only)"
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:22
msgid "The ``unix_global_settings_path`` build variable is meant for Unix/Linux distro packagers who want to package export templates together with godot. It allows to put the export templates on a hardcoded path."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:26
msgid "To use it, pass the desired path via the scons ``unix_global_settings_path`` build variable when building the editor. The export templates then live at the \"templates\" subdirectory of the path specified."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:30
msgid "Templates installed at the per-user location still override the system wide templates."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:32
msgid "This option is only available on unix based platforms."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:35
msgid "Self contained mode"
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:37
msgid "The self contained mode can be used to package Godot for distribution systems where it doesn't live at a fixed location. If the editor finds a ``._sc_`` file in the directory the executable is located in, Godot will continue in \"self contained mode\". On Windows, the file name to use is ``_sc_`` (without the preceding dot)."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:42
msgid "In self contained mode, all config files are located next to the executable in a directory called ``editor_data``. Godot doesn't read or write to the per-user location anymore."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:45
msgid "The contents of the ``._sc_`` file (when not empty) are read with the ConfigFile api (same format as ``project.godot``, etc). So far it can contain a list of pre-loaded project in this format:"
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:54
msgid "The paths are relative to the executable location, and will be added to the file ``editor_settings.xml`` when this is created for the first time."
msgstr ""

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -129,7 +129,7 @@ msgid "If you want to run the editor, add ``-e`` to the *Command line arguments*
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:79
msgid "Updating Sources after pulling latest commits"
msgid "Updating sources after pulling latest commits"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:81
@@ -209,7 +209,7 @@ msgid "Xcode"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:182
msgid "Project Setup"
msgid "Project setup"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:184
@@ -305,7 +305,7 @@ msgid "You should have jump to definition, auto completion, and full syntax high
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:231
msgid "Scheme Setup"
msgid "Scheme setup"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:233
@@ -425,6 +425,6 @@ msgid "You can now start Debug process again to test that everything works."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:298
msgid "If build phase fails, check console for hints. On Linux it's most likely that some dependencies are missing. Check :ref:`Compiling for X11 (Linux, \\*BSD) <doc_compiling_for_x11>`"
msgid "If the build phase fails, check console for hints. On Linux it's most likely that some dependencies are missing. Check :ref:`Compiling for X11 (Linux, \\*BSD) <doc_compiling_for_x11>`"
msgstr ""

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,7 +25,7 @@ msgid "While Godot has an inbuilt text editor, some developers have a tendency t
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:13
msgid "There are two fields: the executable path and command line flags. The flags allow you to better integrate the editor with godot. Godot will replace the following inside the flags parameter:"
msgid "There are two fields: the executable path and command line flags. The flags allow you to better integrate the editor with Godot. Godot will replace the following inside the flags parameter:"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:18

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@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -345,7 +345,15 @@ msgid "Glossary correspondence"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:197
msgid "GameObject -> Node Add a component -> Inheriting Prefab -> Externalized branch"
msgid "GameObject -> Node"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:198
msgid "Add a component -> Inheriting"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:199
msgid "Prefab -> Externalized branch"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:203
@@ -389,15 +397,15 @@ msgid "Connections: groups and signals"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:233
msgid "You can control nodes by accessing them using a script and calling functions (built-in or user-defined) on them. But there's more: You can also place them in a group and call a function on all nodes contained in this group! This is explained in :ref:`this page <doc_scripting_continued>`."
msgid "You can control nodes by accessing them using a script and calling functions (built-in or user-defined) on them. But there's more: You can also place them in a group and call a function on all nodes contained in this group! This is explained in the :ref:`scripting documentation <doc_scripting_continued>`."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:237
msgid "But there's more! Certain nodes throw signals when certain actions happen. You can connect these signals to call a specific function when they happen. Note that you can define your own signals and send them whenever you want. This feature is documented `here <../scripting/gdscript/gdscript_basics.html#signals>`_."
msgid "But there's more! Certain nodes throw signals when certain actions happen. You can connect these signals to call a specific function when they happen. Note that you can define your own signals and send them whenever you want. See the :ref:`signals documentation <doc_gdscript_signals>` for details."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:243
msgid "Script Serialization"
msgid "Script serialization"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:245
@@ -413,22 +421,22 @@ msgid "Explicit: Non-public fields can be serialized using the ``[SerializeField
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:250
msgid "Godot also has a built-in script serialization system, but it works only explicitly. You can serialize any serializable type (:ref:`built-in and various engine types <doc_binary_serialization_api>`, including :ref:`class_Array` and :ref:`class_Dictionary`) using the ``export`` keyword. This workflow is explained `here <../scripting/gdscript/gdscript_basics.html#exports>`_."
msgid "Godot also has a built-in script serialization system, but it works only explicitly. You can serialize any serializable type (:ref:`built-in and various engine types <doc_binary_serialization_api>`, including :ref:`class_Array` and :ref:`class_Dictionary`) using the ``export`` keyword. See the :ref:`exports documentation <doc_gdscript_exports>` for details."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:254
#: ../../docs/getting_started/editor/unity_to_godot.rst:255
msgid "Unity also has a data type called ``ScriptableObject`` used to serialize custom asset objects. Its equivalent in Godot is the base class for all resources: :ref:`class_Resource`. Creating a script that inherits :ref:`class_Resource` will allow you to create custom serializable objects. More information about resources can be found :ref:`here <doc_resources>`."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:259
#: ../../docs/getting_started/editor/unity_to_godot.rst:260
msgid "Using Godot in C++"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:261
#: ../../docs/getting_started/editor/unity_to_godot.rst:262
msgid "For your information, Godot also allows you to develop your project directly in C++ by using its API, which is not possible with Unity at the moment. As an example, you can consider Godot Engine's editor as a \"game\" written in C++ using Godot API."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:263
#: ../../docs/getting_started/editor/unity_to_godot.rst:264
msgid "If you are interested in using Godot in C++, you may want to start reading the :ref:`Developing in C++ <doc_introduction_to_godot_development>` page."
msgstr ""

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@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -97,7 +97,7 @@ msgid "Currently you can use three types of… types:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:106
msgid ":ref:`Built-in<gdscript_basics.html#built-in-types>`"
msgid ":ref:`Built-in <doc_gdscript_builtin_types>`"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:107

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@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -33,7 +33,7 @@ msgid "In fact, Visual Scripting integrates so well to Godot that it's hard to b
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:23
msgid "Creating a Script"
msgid "Creating a script"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:25
@@ -49,7 +49,7 @@ msgid "Finally, the Script Editor will open, allowing you to start editing the v
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:43
msgid "Adding a Function"
msgid "Adding a function"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:45
@@ -69,7 +69,7 @@ msgid "There are three main ways to add functions in a script:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:56
msgid "Overriding a Virtual Function"
msgid "Overriding a virtual function"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:58
@@ -89,7 +89,7 @@ msgid "As some functions expect you to return a value, they will also add a retu
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:83
msgid "Connecting a Signal to a Function"
msgid "Connecting a signal to a function"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:85
@@ -109,7 +109,7 @@ msgid "If this is done right, a new function will be created in our script and a
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:107
msgid "Creating a Function Manually"
msgid "Creating a function manually"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:109

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@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -101,7 +101,7 @@ msgid "Scenes are also resources, but there is a catch. Scenes saved to disk are
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:112
msgid "To get an instance of the scene, you have to use the :ref:`PackedScene.instance() <class_PackedScene_instance>` method."
msgid "To get an instance of the scene, you have to use the :ref:`PackedScene.instance() <class_PackedScene_method_instance>` method."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:133
@@ -109,7 +109,7 @@ msgid "This method creates the nodes in the scene's hierarchy, configures them,
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:137
msgid "The approach has several advantages. As the :ref:`PackedScene.instance() <class_PackedScene_instance>` function is pretty fast, you can create new enemies, bullets, effects, etc. without having to load them again from disk each time. Remember that, as always, images, meshes, etc. are all shared between the scene instances."
msgid "The approach has several advantages. As the :ref:`PackedScene.instance() <class_PackedScene_method_instance>` function is pretty fast, you can create new enemies, bullets, effects, etc. without having to load them again from disk each time. Remember that, as always, images, meshes, etc. are all shared between the scene instances."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:144

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -82,7 +82,7 @@ msgid "It contains some global state functionality, such as setting pause mode o
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:65
msgid "When a node is part of the Scene Tree, the :ref:`SceneTree <class_SceneTree>` singleton can be obtained by simply calling :ref:`Node.get_tree() <class_Node_get_tree>`."
msgid "When a node is part of the Scene Tree, the :ref:`SceneTree <class_SceneTree>` singleton can be obtained by simply calling :ref:`Node.get_tree() <class_Node_method_get_tree>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:71
@@ -154,11 +154,11 @@ msgid "Changing current scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:143
msgid "After a scene is loaded, it is often desired to change this scene for another one. The simple way to do this is to use the :ref:`SceneTree.change_scene() <class_SceneTree_change_scene>` function:"
msgid "After a scene is loaded, it is often desired to change this scene for another one. The simple way to do this is to use the :ref:`SceneTree.change_scene() <class_SceneTree_method_change_scene>` function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:161
msgid "Rather than using file paths, one can also use ready-made :ref:`PackedScene <class_PackedScene>` resources using the equivalent function :ref:`SceneTree.change_scene_to(PackedScene scene) <class_SceneTree_change_scene_to>`:"
msgid "Rather than using file paths, one can also use ready-made :ref:`PackedScene <class_PackedScene>` resources using the equivalent function :ref:`SceneTree.change_scene_to(PackedScene scene) <class_SceneTree_method_change_scene_to>`:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:182

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -269,7 +269,7 @@ msgid "And that concludes the guide on how to use the visual interface. However,
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:219
msgid "To accomplish this, we will introduce a function that is probably the most used by Godot programmers: :ref:`Node.get_node() <class_Node_get_node>`. This function uses paths to fetch nodes anywhere in the scene, relative to the node that owns the script."
msgid "To accomplish this, we will introduce a function that is probably the most used by Godot programmers: :ref:`Node.get_node() <class_Node_method_get_node>`. This function uses paths to fetch nodes anywhere in the scene, relative to the node that owns the script."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:224
@@ -285,7 +285,7 @@ msgid "Next, write a function which will be called when the button is pressed:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:259
msgid "Finally, connect the button's \"pressed\" signal to ``_ready()`` by using :ref:`Object.connect() <class_Object_connect>`."
msgid "Finally, connect the button's \"pressed\" signal to ``_ready()`` by using :ref:`Object.connect() <class_Object_method_connect>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:275

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -33,7 +33,7 @@ msgid "However, it is still common to need a script to be processed on every fra
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:16
msgid "Idle processing is activated when the method :ref:`Node._process() <class_Node__process>` is found in a script. It can be turned off and on with the :ref:`Node.set_process() <class_Node_set_process>` function."
msgid "Idle processing is activated when the method :ref:`Node._process() <class_Node_method__process>` is found in a script. It can be turned off and on with the :ref:`Node.set_process() <class_Node_method_set_process>` function."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:20
@@ -81,7 +81,7 @@ msgid "And the second way is from code. One example would be to tag nodes which
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:110
msgid "This way, if the player is discovered sneaking into a secret base, all enemies can be notified about its alarm sounding by using :ref:`SceneTree.call_group() <class_SceneTree_call_group>`:"
msgid "This way, if the player is discovered sneaking into a secret base, all enemies can be notified about its alarm sounding by using :ref:`SceneTree.call_group() <class_SceneTree_method_call_group>`:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:127
@@ -89,7 +89,7 @@ msgid "The above code calls the function ``player_was_discovered`` on every memb
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:130
msgid "It is also possible to get the full list of ``enemies`` nodes by calling :ref:`SceneTree.get_nodes_in_group() <class_SceneTree_get_nodes_in_group>`:"
msgid "It is also possible to get the full list of ``enemies`` nodes by calling :ref:`SceneTree.get_nodes_in_group() <class_SceneTree_method_get_nodes_in_group>`:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:143
@@ -101,7 +101,7 @@ msgid "Notifications"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:153
msgid "Godot has a system of notifications. These are usually not needed for scripting, as it's too low-level and virtual functions are provided for most of them. It's just good to know they exist. For example, you may add an :ref:`Object._notification() <class_Object__notification>` function in your script:"
msgid "Godot has a system of notifications. These are usually not needed for scripting, as it's too low-level and virtual functions are provided for most of them. It's just good to know they exist. For example, you may add an :ref:`Object._notification() <class_Object_method__notification>` function in your script:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:188
@@ -141,7 +141,7 @@ msgid "A situation might occur where we want to delete a node that is currently
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:322
msgid "The safest way to delete a node is by using :ref:`Node.queue_free() <class_Node_queue_free>`. This erases the node safely during idle."
msgid "The safest way to delete a node is by using :ref:`Node.queue_free() <class_Node_method_queue_free>`. This erases the node safely during idle."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:340
@@ -157,7 +157,7 @@ msgid "Preloading it can be more convenient, as it happens at parse time (GDScri
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:363
msgid "But ``scene`` is not yet a node. It's packed in a special resource called :ref:`PackedScene <class_PackedScene>`. To create the actual node, the function :ref:`PackedScene.instance() <class_PackedScene_instance>` must be called. This will return the tree of nodes that can be added to the active scene:"
msgid "But ``scene`` is not yet a node. It's packed in a special resource called :ref:`PackedScene <class_PackedScene>`. To create the actual node, the function :ref:`PackedScene.instance() <class_PackedScene_method_instance>` must be called. This will return the tree of nodes that can be added to the active scene:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:381

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -101,7 +101,7 @@ msgid "Custom scene switcher"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:95
msgid "This tutorial will demonstrate building a scene switcher using autoload. For basic scene switching, you can use the :ref:`SceneTree.change_scene() <class_SceneTree_change_scene>` method (see :ref:`doc_scene_tree` for details). However, if you need more complex behavior when changing scenes, this method provides more functionality."
msgid "This tutorial will demonstrate building a scene switcher using autoload. For basic scene switching, you can use the :ref:`SceneTree.change_scene() <class_SceneTree_method_change_scene>` method (see :ref:`doc_scene_tree` for details). However, if you need more complex behavior when changing scenes, this method provides more functionality."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:101
@@ -137,7 +137,7 @@ msgid "Now we need a function for changing the scene. This function needs to fre
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:227
msgid "As mentioned in the comments above, we need to avoid the situation of deleting the current scene while it is still being used (i.e. its code is still running), so using :ref:`Object.call_deferred() <class_Object_call_deferred>` is required at this point. The result is that the second function will run at a later time when any code from the current scene has completed."
msgid "As mentioned in the comments above, we need to avoid the situation of deleting the current scene while it is still being used (i.e. its code is still running), so using :ref:`Object.call_deferred() <class_Object_method_call_deferred>` is required at this point. The result is that the second function will run at a later time when any code from the current scene has completed."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:233

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@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -249,7 +249,7 @@ msgid "Godot writes the callback method for you and takes you to it"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:274
msgid "Inside the parens after the function name, add a ``player_health`` argument. When the player emits the ``health_changed`` signal, it will send its current ``health`` alongside it. Your code should look like:"
msgid "Inside the parentheses after the function name, add a ``player_health`` argument. When the player emits the ``health_changed`` signal, it will send its current ``health`` alongside it. Your code should look like:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:292

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@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -335,7 +335,7 @@ msgid "With no extra changes, our Bar is ready to use"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:373
msgid "Use Scene Inheritance to create the remaining elements"
msgid "Use scene inheritance to create the remaining elements"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:375

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@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -17,34 +17,38 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:2
msgid "Godot-Blender-Exporter"
msgid "Blender ESCN exporter"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:4
msgid "This chapter relates to the blender plugin called \"Godot-Blender-Exporter\", which can be downloaded here: https://github.com/godotengine/godot-blender-exporter"
msgid "This chapter relates to the Blender plugin called \"Godot Blender Exporter\", which can be downloaded here: https://github.com/godotengine/godot-blender-exporter"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:8
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:7
msgid "This plugin can be used to export Blender scenes in a Godot-specific scene format called ESCN, which is similar to TSCN (text format) but will be imported as binary SCN for performance."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:12
msgid "Details on exporting"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:23
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:27
msgid "Disabling specific objects"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:25
msgid "Sometimes you don't want some objects exported (eg high-res models used for baking). An object will not be exported if it is not rendered in the scene. This can be set in the outliner:"
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:29
msgid "Sometimes you don't want some objects exported (e.g. high-res models used for baking). An object will not be exported if it is not rendered in the scene. This can be set in the outliner:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:31
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:35
msgid "Objects hidden in the viewport will be exported, but will be hidden in the Godot scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:36
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:40
msgid "Build pipeline integration"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:38
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:42
msgid "If you have hundreds of model files, you don't want your artists to waste time manually exporting their blend files. To combat this, the exporter provides a python function ``io_scene_godot.export(out_file_path)`` that can be called to export a file. This allows easy integration with other build systems. An example Makefile and python script that exports all the blends in a directory are present in the Godot-Blender-exporter repository."
msgstr ""

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -89,7 +89,7 @@ msgid "In general, what is recommended, is to use WAV for most sound effects, es
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:38
msgid "Best Practices"
msgid "Best practices"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:40
@@ -117,7 +117,7 @@ msgid "Looping"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:63
msgid "Godot supports looping in the samples (Tools such as Sound Forge or Audition can add loop points to wav files). This is useful for sound effects, such as engines, machine guns etc. Ping-pong looping is also supported."
msgid "Godot supports looping in the samples (tools such as Sound Forge or Audition can add loop points to wav files). This is useful for sound effects, such as engines, machine guns etc. Ping-pong looping is also supported."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:68

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -21,7 +21,7 @@ msgid "Importing 3D scenes"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:7
msgid "Godot Scene Importer"
msgid "Godot scene importer"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:9
@@ -121,7 +121,7 @@ msgid "External scenes: Save each of the root nodes of the imported scenes as a
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:73
msgid "Single Scene: A single scene file with everything built in."
msgid "Single scene: A single scene file with everything built in."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:77
@@ -208,7 +208,7 @@ msgid "When materials are built-in, they will be lost each time the source scene
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:151
msgid "Keep on Reimport"
msgid "Keep On Reimport"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:153
@@ -312,7 +312,7 @@ msgid "Generated meshes and materials can be optionally stored in a subdirectory
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:211
msgid "Animation Options"
msgid "Animation options"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:213
@@ -343,151 +343,151 @@ msgstr ""
msgid "By default, animations are saved as built-in. It is possible to save them to a file instead. This allows adding custom tracks to the animations and keeping them after a reimport."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:243
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:242
msgid "Optimizer"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:245
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244
msgid "When animations are imported, an optimizer is run, which reduces the size of the animation considerably. In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:249
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:248
msgid "Clips"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:251
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:250
msgid "It is possible to specify multiple animations from a single timeline as clips. Specify from which frame to which frame each clip must be taken (and, of course, don't forget to specify the FPS option above)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:255
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:254
msgid "Scene inheritance"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:257
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:256
msgid "In many cases, it may be desired to make modifications to the imported scene. By default, this is not possible because if the source asset changes (source .dae, .gltf, .obj file re-exported from 3D modelling app), Godot will re-import the whole scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:260
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:259
msgid "It is possible, however, to make local modifications by using *Scene Inheritance*. Try to open the imported scene and the following dialog will appear:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:265
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:264
msgid "In inherited scenes, the only limitations for modifications are:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:267
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:266
msgid "Nodes can't be removed (but can be added anywhere)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:268
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:267
msgid "Sub-Resources can't be edited (save them externally as described above for this)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:270
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:269
msgid "Other than that, everything is allowed!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:273
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:272
msgid "Import hints"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:275
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:274
msgid "Many times, when editing a scene, there are common tasks that need to be done after exporting:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:277
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:276
msgid "Adding collision detection to objects"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:278
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:277
msgid "Setting objects as navigation meshes"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:279
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:278
msgid "Deleting nodes that are not used in the game engine (like specific lights used for modelling)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:281
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:280
msgid "To simplify this workflow, Godot offers a few suffixes that can be added to the names of the objects in your 3D modelling software. When imported, Godot will detect them and perform actions automatically:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:286
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:285
msgid "Remove nodes (-noimp)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:288
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:287
msgid "Node names that have this suffix will be removed at import time, no matter what their type is. They will not appear in the imported scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:291
msgid "Create collisions (-col, -colonly, -convcolonly)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:294
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:293
msgid "Option \"-col\" will work only for Mesh nodes. If it is detected, a child static collision node will be added, using the same geometry as the mesh."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:297
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:296
msgid "However, it is often the case that the visual geometry is too complex or too un-smooth for collisions, which ends up not working well."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:300
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:299
msgid "To solve this, the \"-colonly\" modifier exists, which will remove the mesh upon import and create a :ref:`class_staticbody` collision instead. This helps the visual mesh and actual collision to be separated."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:304
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:303
msgid "Option \"-convcolonly\" will create a :ref:`class_convexpolygonshape` instead of a :ref:`class_concavepolygonshape`."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:306
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305
msgid "Option \"-colonly\" can also be used with Blender's empty objects. On import, it will create a :ref:`class_staticbody` with a collision node as a child. The collision node will have one of a number of predefined shapes, depending on Blender's empty draw type:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:313
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:312
msgid "Single arrow will create a :ref:`class_rayshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:314
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:313
msgid "Cube will create a :ref:`class_boxshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:315
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:314
msgid "Image will create a :ref:`class_planeshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:316
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:315
msgid "Sphere (and the others not listed) will create a :ref:`class_sphereshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:318
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:317
msgid "For better visibility in Blender's editor, the user can set \"X-Ray\" option on collision empties and set some distinct color for them in User Preferences / Themes / 3D View / Empty."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:322
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:321
msgid "Create navigation (-navmesh)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:324
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:323
msgid "A mesh node with this suffix will be converted to a navigation mesh. Original Mesh node will be removed."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:328
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:327
msgid "Rigid Body (-rigid)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:330
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:329
msgid "Creates a rigid body from this mesh."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:333
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:332
msgid "Animation loop (-loop, -cycle)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:335
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:334
msgid "Animation clips in the COLLADA document that start or end with the token \"loop\" or \"cycle\" will be imported as a Godot Animation with the loop flag set. This is case-sensitive and does not require a hyphen."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:339
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:338
msgid "In Blender, this requires using the NLA Editor and naming the Action with the \"loop\" or \"cycle\" prefix or suffix."
msgstr ""

View File

@@ -1,5 +1,5 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"POT-Creation-Date: 2019-01-08 11:44+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -157,7 +157,7 @@ msgid "さようなら"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:71
msgid "CSV Importer"
msgid "CSV importer"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:73

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