Merge Sphinx translations with Weblate translations

This commit is contained in:
Rémi Verschelde
2019-12-03 11:19:50 +01:00
parent b61a4a41b1
commit 79929eda4f
3480 changed files with 76739 additions and 45384 deletions

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -53,7 +53,6 @@ msgid "Project workflow"
msgstr "Projekt-Workflow"
#: ../../docs/about/docs_changelog.rst:19
#, fuzzy
msgid ":ref:`doc_android_custom_build`"
msgstr ":ref:`Benutzerdefinierte Builds für Android<doc_android_custom_build>`"
@@ -83,27 +82,24 @@ msgid ":ref:`doc_beziers_and_curves`"
msgstr ":ref:`Beziers und Curvers <doc_beziers_and_curves>`"
#: ../../docs/about/docs_changelog.rst:35
#, fuzzy
msgid ":ref:`doc_interpolation`"
msgstr ":ref:`Exportieren <doc_exporting>`"
msgstr ":ref:`Interpolation <doc_exporting>`"
#: ../../docs/about/docs_changelog.rst:38
msgid "Inputs"
msgstr "Eingaben"
#: ../../docs/about/docs_changelog.rst:40
#, fuzzy
msgid ":ref:`doc_input_examples`"
msgstr ":ref:`Signale <doc_signals>`"
msgstr ":ref:`Eingangssignale, Beispiel <doc_signals>`"
#: ../../docs/about/docs_changelog.rst:43
msgid "Internationalization"
msgstr "Internationalisierung"
#: ../../docs/about/docs_changelog.rst:45
#, fuzzy
msgid ":ref:`doc_localization_using_gettext`"
msgstr "Lokalisierung"
msgstr ":ref:`Lokalisation mittels gettext<doc_localization_using_gettext>`"
#: ../../docs/about/docs_changelog.rst:48
#: ../../docs/about/docs_changelog.rst:162
@@ -115,22 +111,18 @@ msgid "Your First Shader Series:"
msgstr "Deine erste Shader-Serie:"
#: ../../docs/about/docs_changelog.rst:52
#, fuzzy
msgid ":ref:`doc_what_are_shaders`"
msgstr ":ref:`Was sind Shader? <doc_what_are_shaders>`"
#: ../../docs/about/docs_changelog.rst:53
#, fuzzy
msgid ":ref:`doc_your_first_canvasitem_shader`"
msgstr ":ref:`Dein erster CanvasItem-Shader <doc_canvas_item_shader>`"
#: ../../docs/about/docs_changelog.rst:54
#, fuzzy
msgid ":ref:`doc_your_first_spatial_shader`"
msgstr ":ref:`Dein erster Spatial-Shader <doc_your_first_spatial_shader>`"
#: ../../docs/about/docs_changelog.rst:55
#, fuzzy
msgid ":ref:`doc_your_second_spatial_shader`"
msgstr ""
":ref:`Dein erster Spatial Shader: Teil 2 <doc_your_second_spatial_shader>`"
@@ -140,9 +132,8 @@ msgid "Networking"
msgstr "Networking"
#: ../../docs/about/docs_changelog.rst:60
#, fuzzy
msgid ":ref:`doc_webrtc`"
msgstr ":ref:`Exportieren <doc_exporting>`"
msgstr ":ref:`Exportieren <doc_webrtc>`"
#: ../../docs/about/docs_changelog.rst:63
#: ../../docs/about/docs_changelog.rst:182
@@ -150,19 +141,16 @@ msgid "Plugins"
msgstr "Erweiterungen"
#: ../../docs/about/docs_changelog.rst:65
#, fuzzy
msgid ":ref:`doc_android_plugin`"
msgstr ":ref:`Android-Plugins erstellen <doc_android_plugin>`"
#: ../../docs/about/docs_changelog.rst:66
#, fuzzy
msgid ":ref:`doc_inspector_plugins`"
msgstr ":ref:`Spatial gizmo Plug-Ins <doc_spatial_gizmo_plugins>`"
msgstr ":ref:`Räumlich Dinge -Plug-Ins <doc_spatial_gizmo_plugins>`"
#: ../../docs/about/docs_changelog.rst:67
#, fuzzy
msgid ":ref:`doc_visual_shader_plugins`"
msgstr ":ref:`Spatial gizmo Plug-Ins <doc_spatial_gizmo_plugins>`"
msgstr ":ref:`Visuele Shader Plugins <doc_visual_shader_plugins>`"
#: ../../docs/about/docs_changelog.rst:70
#: ../../docs/about/docs_changelog.rst:193
@@ -191,42 +179,37 @@ msgid ":ref:`doc_arraymesh`"
msgstr ":ref:`Arraymesh <doc_arraymesh>`"
#: ../../docs/about/docs_changelog.rst:80
#, fuzzy
msgid ":ref:`doc_surfacetool`"
msgstr ":ref:`CSG <doc_csg_tools>`"
msgstr ":ref:`Oberfläche <doc_csg_tools>`"
#: ../../docs/about/docs_changelog.rst:81
#, fuzzy
msgid ":ref:`doc_meshdatatool`"
msgstr ":ref:`CSG <doc_csg_tools>`"
msgstr ":ref:`Meshdatentool <doc_meshdatatoo>`"
#: ../../docs/about/docs_changelog.rst:82
#, fuzzy
msgid ":ref:`doc_immediategeometry`"
msgstr ":ref:`Partikelshader <doc_particle_shader>`"
msgstr ":ref:`Sofortige Geometrie <doc_immediategeometry>`"
#: ../../docs/about/docs_changelog.rst:85
msgid "Optimization"
msgstr "Optimierungen"
#: ../../docs/about/docs_changelog.rst:87
#, fuzzy
msgid ":ref:`doc_using_multimesh`"
msgstr ":ref:`Verwendung von MultiMesh's <doc_making_trees>`"
msgstr ":ref:`Verwendung von MultiMeshs <doc_using_multimesh>`"
#: ../../docs/about/docs_changelog.rst:88
#, fuzzy
msgid ":ref:`doc_using_servers`"
msgstr ":ref:`Server verwenden <doc_making_trees>`"
msgstr ":ref:`Server verwenden <doc_using_servers>`"
#: ../../docs/about/docs_changelog.rst:91
msgid "Legal"
msgstr "Rechtliches"
#: ../../docs/about/docs_changelog.rst:93
#, fuzzy
msgid ":ref:`doc_complying_with_licenses`"
msgstr ":ref:`Einhalten von Lizenzen <doc_complying_with_licenses>`"
msgstr ""
":ref:`Einhalten von Lizenzen beim Kommpelieren <doc_complying_with_licenses>`"
#: ../../docs/about/docs_changelog.rst:96
msgid "New tutorials since version 3.0"
@@ -237,12 +220,10 @@ msgid "Step by step"
msgstr "Schritt für Schritt"
#: ../../docs/about/docs_changelog.rst:101
#, fuzzy
msgid ":ref:`doc_signals`"
msgstr ":ref:`Signale <doc_signals>`"
#: ../../docs/about/docs_changelog.rst:102
#, fuzzy
msgid ":ref:`doc_exporting`"
msgstr ":ref:`Exportieren <doc_exporting>`"
@@ -251,72 +232,61 @@ msgid "Scripting"
msgstr "Scripting"
#: ../../docs/about/docs_changelog.rst:107
#, fuzzy
msgid ":ref:`doc_gdscript_static_typing`"
msgstr ":ref:`Typisiertes GDscript <doc_gdscript_static_typing>`"
msgstr ":ref:`Typisiertes statisches GDscript <doc_gdscript_static_typing>`"
#: ../../docs/about/docs_changelog.rst:112
msgid "Best Practices:"
msgstr "Bewährte Techniken:"
#: ../../docs/about/docs_changelog.rst:114
#, fuzzy
msgid ":ref:`doc_introduction_best_practices`"
msgstr ":ref:`Einführung <doc_introduction_best_practices>`"
msgstr ":ref:`Einleitung <doc_introduction_best_practices>`"
#: ../../docs/about/docs_changelog.rst:115
#, fuzzy
msgid ":ref:`doc_what_are_godot_classes`"
msgstr ":ref:`Was sind Godot Klassen <doc_what_are_godot_classes>`"
#: ../../docs/about/docs_changelog.rst:116
#, fuzzy
msgid ":ref:`doc_scene_organization`"
msgstr ":ref:`Szenenorganisation <doc_scene_organization>`"
#: ../../docs/about/docs_changelog.rst:117
#, fuzzy
msgid ":ref:`doc_scenes_versus_scripts`"
msgstr ":ref:`Szenen Versus Skripte <doc_scenes_versus_scripts>`"
msgstr ""
":ref:`Wann Szenen oder Skripte verwendet werden sollten "
"<doc_scenes_versus_scripts>`"
#: ../../docs/about/docs_changelog.rst:118
#, fuzzy
msgid ":ref:`doc_autoloads_versus_internal_nodes`"
msgstr ""
":ref:`Autoloads vs. interne Nodes <doc_autoloads_versus_internal_nodes>`"
#: ../../docs/about/docs_changelog.rst:119
#, fuzzy
msgid ":ref:`doc_node_alternatives`"
msgstr ":ref:`Node Alternativen <doc_node_alternatives>`"
#: ../../docs/about/docs_changelog.rst:120
#, fuzzy
msgid ":ref:`doc_godot_interfaces`"
msgstr ":ref:`Godot Interfaces <doc_godot_interfaces>`"
msgstr ":ref:`Godot Benutzeroberfläche<doc_godot_interfaces>`"
#: ../../docs/about/docs_changelog.rst:121
#, fuzzy
msgid ":ref:`doc_godot_notifications`"
msgstr ":ref:`Godot Benachrichtigungen <doc_godot_notifications>`"
#: ../../docs/about/docs_changelog.rst:122
#, fuzzy
msgid ":ref:`doc_data_preferences`"
msgstr ":ref:`Datenvoreinstellungen <doc_data_preferences>`"
#: ../../docs/about/docs_changelog.rst:123
#, fuzzy
msgid ":ref:`doc_logic_preferences`"
msgstr ":ref:`Logikvoreinstellungen <doc_logic_preferences>`"
msgstr ":ref:`Programmieransatz <doc_logic_preferences>`"
#: ../../docs/about/docs_changelog.rst:128
#, fuzzy
msgid ":ref:`doc_2d_lights_and_shadows`"
msgstr ":ref:`2D Lichter und Schatten <doc_2d_lights_and_shadows>`"
#: ../../docs/about/docs_changelog.rst:129
#, fuzzy
msgid ":ref:`doc_2d_meshes`"
msgstr ":ref:`2D Meshes <doc_2d_meshes>`"
@@ -325,47 +295,39 @@ msgid "3D"
msgstr "3D"
#: ../../docs/about/docs_changelog.rst:134
#, fuzzy
msgid ":ref:`doc_csg_tools`"
msgstr ":ref:`CSG <doc_csg_tools>`"
msgstr ":ref:`CSG (Geometrie skalierbarer Körper) <doc_csg_tools>`"
#: ../../docs/about/docs_changelog.rst:135
#, fuzzy
msgid ":ref:`doc_animating_thousands_of_fish`"
msgstr ":ref:`doc_matrices_and_transforms`"
msgstr ""
":ref:`Animierungen von tausenden Fischen<doc_animating_thousands_of_fish>`"
#: ../../docs/about/docs_changelog.rst:136
#, fuzzy
msgid ":ref:`doc_controlling_thousands_of_fish`"
msgstr ""
":ref:` Tausende Fische mit Partikeln steuern "
"<doc_controlling_thousands_of_fish>`"
msgstr ":ref:` Tausende Fische steuern <doc_controlling_thousands_of_fish>`"
#: ../../docs/about/docs_changelog.rst:139
msgid "Physics"
msgstr "Physik"
#: ../../docs/about/docs_changelog.rst:141
#, fuzzy
msgid ":ref:`doc_ragdoll_system`"
msgstr ":ref:`Ragdoll System <doc_ragdoll_system>`"
msgstr ":ref:`Ragdoll (Stoffpupen) System <doc_ragdoll_system>`"
#: ../../docs/about/docs_changelog.rst:142
#, fuzzy
msgid ":ref:`doc_soft_body`"
msgstr ":ref:`Softbody <doc_soft_body>`"
msgstr ":ref:`Weicher Körper<doc_soft_body>`"
#: ../../docs/about/docs_changelog.rst:145
msgid "Animation"
msgstr "Animation"
#: ../../docs/about/docs_changelog.rst:147
#, fuzzy
msgid ":ref:`doc_2d_skeletons`"
msgstr "2D Skelette"
msgstr ":ref:`2D Skelette<doc_2d_skeletons>`"
#: ../../docs/about/docs_changelog.rst:148
#, fuzzy
msgid ":ref:`doc_animation_tree`"
msgstr ":ref:`Animationsbaum <doc_animation_tree>`"
@@ -374,70 +336,59 @@ msgid "GUI"
msgstr "GUI"
#: ../../docs/about/docs_changelog.rst:153
#, fuzzy
msgid ":ref:`doc_gui_containers`"
msgstr ":ref:`Container<doc_godot_interfaces>`"
msgstr ":ref:`Behälterr<doc_gui_containers>`"
#: ../../docs/about/docs_changelog.rst:156
msgid "Viewports"
msgstr "Ansichtsfenster"
#: ../../docs/about/docs_changelog.rst:158
#, fuzzy
msgid ":ref:`doc_viewport_as_texture`"
msgstr ":ref:`Viewports als Textur verwenden <doc_viewport_as_texture>`"
#: ../../docs/about/docs_changelog.rst:159
#, fuzzy
msgid ":ref:`doc_custom_postprocessing`"
msgstr ""
":ref:` Benutzerdefiniertes post-processing <doc_custom_postprocessing>`"
":ref:` Benutzerdefiniertes Nachbearbeitung <doc_custom_postprocessing>`"
#: ../../docs/about/docs_changelog.rst:164
#, fuzzy
msgid ":ref:`doc_intro_to_shaders_water_workshop`"
msgstr ""
":ref:`Einführung in Shader: 2D und 3D Wasser (7 Videotutorials) "
"<doc_intro_to_shaders_water_workshop>`"
":ref:`Einführung in Shader: Wasser in 2D und "
"3D<doc_intro_to_shaders_water_workshop>`"
#: ../../docs/about/docs_changelog.rst:165
#, fuzzy
msgid ":ref:`doc_migrating_to_godot_shader_language`"
msgstr ""
":ref:`Übergang zu Godots Shadersprache "
"<doc_migrating_to_godot_shader_language>`"
#: ../../docs/about/docs_changelog.rst:166
#, fuzzy
msgid ":ref:`doc_advanced_postprocessing`"
msgstr "Fortgeschrittenes Post-Processing"
msgstr ":ref:`Fortgeschrittene Nachbearbeitung<doc_advanced_postprocessing>`"
#: ../../docs/about/docs_changelog.rst:168
msgid "Shading Reference:"
msgstr "Shading Referenz:"
#: ../../docs/about/docs_changelog.rst:170
#, fuzzy
msgid ":ref:`doc_shaders`"
msgstr ":ref:`Shader <doc_shaders>`"
#: ../../docs/about/docs_changelog.rst:171
#, fuzzy
msgid ":ref:`doc_shading_language`"
msgstr ":ref:`Shadersprache <doc_shading_language>`"
#: ../../docs/about/docs_changelog.rst:172
#, fuzzy
msgid ":ref:`doc_spatial_shader`"
msgstr ":ref:`Spatial-Shader <doc_spatial_shader>`"
#: ../../docs/about/docs_changelog.rst:173
#, fuzzy
msgid ":ref:`doc_canvas_item_shader`"
msgstr ":ref:`CanvasItem-Shader <doc_canvas_item_shader>`"
#: ../../docs/about/docs_changelog.rst:174
#, fuzzy
msgid ":ref:`doc_particle_shader`"
msgstr ":ref:`Partikelshader <doc_particle_shader>`"
@@ -446,63 +397,52 @@ msgid "VR"
msgstr "VR"
#: ../../docs/about/docs_changelog.rst:179
#, fuzzy
msgid ":ref:`doc_vr_starter_tutorial`"
msgstr ":ref:`VR Anfängeranleitung <doc_vr_starter_tutorial>`"
#: ../../docs/about/docs_changelog.rst:184
#, fuzzy
msgid ":ref:`doc_making_main_screen_plugins`"
msgstr ""
":ref:`Plug-Ins für den Hauptbildschirm erstellen "
"<doc_making_main_screen_plugins>`"
#: ../../docs/about/docs_changelog.rst:185
#, fuzzy
msgid ":ref:`doc_spatial_gizmo_plugins`"
msgstr ":ref:`Spatial gizmo Plug-Ins <doc_spatial_gizmo_plugins>`"
msgstr ":ref:`Räumliche gizmo Plug-Ins <doc_spatial_gizmo_plugins>`"
#: ../../docs/about/docs_changelog.rst:188
msgid "Platform-specific"
msgstr "Plattformspezifisches"
#: ../../docs/about/docs_changelog.rst:190
#, fuzzy
msgid ":ref:`doc_customizing_html5_shell`"
msgstr ""
":ref:`Die HTML Seite des Web export anpassen <doc_customizing_html5_shell>`"
msgstr ":ref:`HTML5 Shell anpassen <doc_customizing_html5_shell>`"
#: ../../docs/about/docs_changelog.rst:195
#, fuzzy
msgid ":ref:`doc_thread_safe_apis`"
msgstr ":ref:`Thread-sichere APIs <doc_thread_safe_apis>`"
#: ../../docs/about/docs_changelog.rst:200
#, fuzzy
msgid ":ref:`doc_making_trees`"
msgstr ":ref:`Bäume erstellen <doc_making_trees>`"
msgstr ":ref:`Szenenbäume erstellen <doc_making_trees>`"
#: ../../docs/about/docs_changelog.rst:203
msgid "Miscellaneous"
msgstr "Verschiedenes"
#: ../../docs/about/docs_changelog.rst:205
#, fuzzy
msgid ":ref:`doc_jitter_stutter`"
msgstr ":ref:`Zittern und ruckeln beheben <doc_jitter_stutter>`"
msgstr ":ref:`Zitter und Ruckeler beheben <doc_jitter_stutter>`"
#: ../../docs/about/docs_changelog.rst:206
#, fuzzy
msgid ":ref:`doc_running_code_in_the_editor`"
msgstr ":ref:`Code im Editor ausführen <doc_running_code_in_the_editor>`"
#: ../../docs/about/docs_changelog.rst:207
#, fuzzy
msgid ":ref:`doc_change_scenes_manually`"
msgstr ":ref:`Scenen manuell wechseln <doc_change_scenes_manually>`"
#: ../../docs/about/docs_changelog.rst:208
#, fuzzy
msgid ":ref:`doc_gles2_gles3_differences`"
msgstr ""
":ref:`Unterschiede zwischen GLES2 und GLES3 <doc_gles2_gles3_differences>`"
@@ -512,12 +452,10 @@ msgid "Compiling"
msgstr "Kompilieren"
#: ../../docs/about/docs_changelog.rst:213
#, fuzzy
msgid ":ref:`doc_optimizing_for_size`"
msgstr ":ref:`Build auf Größe optimieren <doc_optimizing_for_size>`"
#: ../../docs/about/docs_changelog.rst:214
#, fuzzy
msgid ":ref:`doc_compiling_with_script_encryption_key`"
msgstr ""
":ref:`Mit Scriptverschlüsselung kompilieren "
@@ -528,7 +466,6 @@ msgid "Engine development"
msgstr "Engine-Entwicklung"
#: ../../docs/about/docs_changelog.rst:219
#, fuzzy
msgid ":ref:`doc_binding_to_external_libraries`"
msgstr ""
":ref:`Auf externe Bibliotheken zugreifen <doc_binding_to_external_libraries>`"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -49,7 +49,7 @@ msgid ""
"You are free to download and use Godot for any purpose, personal, non-"
"profit, commercial, or otherwise."
msgstr ""
"Du kannst Godot gerne herunterladen und für jeden Zweck verwenden: "
"SIe können Godot gerne herunterladen und für jeden Zweck verwenden: "
"persönlich, gemeinnützig, kommerziell oder sonstiges."
#: ../../docs/about/faq.rst:14
@@ -57,8 +57,8 @@ msgid ""
"You are free to modify, distribute, redistribute, and remix Godot to your "
"heart's content, for any reason, both non-commercially and commercially."
msgstr ""
"Du darfst Godot nach Herzenslust verändern und weitergeben (auch verändert), "
"egal ob kommerziell oder nicht."
"Sie dürfen Godot nach Herzenslust verändern und weitergeben (auch "
"verändert), egal ob kommerziell oder nicht."
#: ../../docs/about/faq.rst:16
msgid ""
@@ -205,12 +205,12 @@ msgid ""
"Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will "
"provide a fast, friendly, and capable way of developing your games."
msgstr ""
"Wenn Du gerade beginnst, Godot oder generell Spielentwicklung zu lernen, "
"Wenn Sie gerade beginnen, Godot oder generell Spielentwicklung zu lernen, "
"empfehlen wir, GDScript zu lernen und zu nutzen, da es nativ von Godot "
"unterstützt wird. Scripting-Sprachen sind insgesamt weniger performant als "
"Sprachen wie C oder Rust, aber zum schreiben von Prototypen, Minimal-Viable-"
"Products und bezogen auf die Time-To-Market bietet dir GDScript einen "
"schnellen, freundlichen und mächtigen Weg, deine Spiele zu entwickeln."
"Products und bezogen auf die Time-To-Market bietet GDScript einen schnellen, "
"freundlichen und mächtigen Weg, Spiele zu entwickeln."
#: ../../docs/about/faq.rst:75
msgid ""
@@ -222,11 +222,11 @@ msgid ""
"github.com/godotengine/godot/issues>`_ is a great way to start your "
"troubleshooting."
msgstr ""
"Beachte, dass die C#-Unterstützung relativ neu ist und deswegen noch einige "
"Probleme auf diesem Weg auftreten können. Unsere freundlichen und hart "
"arbeitenden Entwickler sind immer bereit, neu auftretende Probleme zu "
"beheben, aber da dies ein Open-Source-Projekt ist, empfehlen wir Dir, dass "
"Du dich erst selbst eingehend mit dem Problem beschäftigst. Die `offenen "
"Beachten Sie, dass die C#-Unterstützung relativ neu ist und deswegen noch "
"einige Probleme auf diesem Weg auftreten können. Unsere freundlichen und "
"hart arbeitenden Entwickler sind immer bereit, neu auftretende Probleme zu "
"beheben, aber da dies ein Open-Source-Projekt ist, empfehlen wir Ihnen, dass "
"Sie sich erst selbst eingehend mit dem Problem beschäftigen. Die `offenen "
"Bugmeldungen <https://github.com/godotengine/godot/issues>`_ zu durchforsten "
"ist dabei ein guter Anfang."
@@ -261,10 +261,10 @@ msgstr ""
"GDScript ist Godots integrierte Skriptsprache. Sie wurde von Grund auf "
"entwickelt, um das Potential von Godot mit möglichst wenig Code "
"auszuschöpfen, sodass sowohl Anfänger als auch erfahrene Entwickler von "
"Godots Stärken profitieren können. Wenn du schon mal etwas in einer "
"Programmiersprache wie Python entwickelt hast, wirst du dich bei GDScript "
"Godots Stärken profitieren können. Wenn Sie schon mal etwas in einer "
"Programmiersprache wie Python entwickelt haben, werden Sie sich bei GDScript "
"schnell wie zu Hause fühlen. Für Beispiele, eine Versionshistorie und eine "
"komplette Übersicht, was GDScript so bietet, schau dir die `GDScript-"
"komplette Übersicht, was GDScript so bietet, schauen Sie die `GDScript-"
"Anleitung <gdscript_basics>`_ an."
#: ../../docs/about/faq.rst:97
@@ -274,9 +274,9 @@ msgid ""
"next AAA title--but the most salient reason is the overall **reduction of "
"complexity.**"
msgstr ""
"Es gibt mehrere Gründe GDScript zu verwenden -- besonders wenn Du einen "
"Prototypen entwirfst, in Alpha- oder Beta-Phasen deines Projektes steckst, "
"oder Du nicht gerade den nächsten AAA-Titel entwickelst -- aber der "
"Es gibt mehrere Gründe GDScript zu verwenden -- besonders wenn Sie einen "
"Prototypen entwirfen, in Alpha- oder Beta-Phasen eines Projektes stecken, "
"oder Sie nicht gerade den nächsten AAA-Titel entwickelen -- aber der "
"überzeugendste Grund ist die allgemeine **Verringerung der Komplexität.**"
#: ../../docs/about/faq.rst:101
@@ -318,13 +318,14 @@ msgstr ""
"Eine stark integrieretes Erlebnis ist wichtiger als die Gewinnung "
"zusätzlicher Benutzer, da es sich bei Godot um ein Open-Source-Projekt "
"handelt. Daher verzichtet Godot darauf, mehr (vertraute) Programmiersprachen "
"zu unterstützen, da diese zu einem schlechteren Ergebnis führen würde, da "
"zu unterstützen, weil diese zu einem schlechteren Ergebnis führen würde, da "
"sie nicht in der gleichen Weise mit der Umgebung integriert werden können. "
"Wir verstehen, wenn du lieber deine andere Sprache in Godot verwenden "
"möchtest (Liste der unterstützten Optionen oben). Doch wenn du GDScript noch "
"nicht ausprobiert hast, versuche es wenigstens für **drei Tage**. Sobald du "
"siehst, wie mächtig die Sprache ist und wie schnell sie wächst, sind wir "
"sicher, dass du GDScript mögen wirst und es mit deinen Fähigkeiten wächst."
"Wir verstehen, wenn Sie lieber eine andere Sprache in Godot verwenden "
"möchten (Liste der unterstützten Optionen oben). Doch wenn Sie GDScript noch "
"nicht ausprobiert haben, versuchen Sie es wenigstens für **drei Tage**. "
"Sobald Sie sehen, wie mächtig die Sprache ist und wie schnell sie wächst, "
"sind wir sicher, dass Sie GDScript mögen werden und es mit Ihren Fähigkeiten "
"wächst."
#: ../../docs/about/faq.rst:118
msgid ""
@@ -421,7 +422,7 @@ msgid ""
"If you are using Blender, take a look at our own `Better Collada Exporter "
"<https://godotengine.org/download>`_."
msgstr ""
"Solltest Du Blender nutzen, schau Dir unseren `Better Collada Exporter "
"Solltest Sie Blender nutzen, schau Dir unseren `Better Collada Exporter "
"<https://godotengine.org/download>`_ an."
#: ../../docs/about/faq.rst:151
@@ -476,8 +477,8 @@ msgid ""
"To see how support for your SDK of choice could still be provided, look at "
"the Plugins question below."
msgstr ""
"Wie die Implementierung für dein gewünschtes SDK auch noch umgesetzt werden "
"kann, erfährst du in der Fragestellung zu Plugins weiter unten im Text."
"Wie die Implementierung für Ihr gewünschtes SDK auch noch umgesetzt werden "
"kann, erfähren Sie in der Fragestellung zu Plugins weiter unten im Text."
#: ../../docs/about/faq.rst:173
msgid ""
@@ -486,11 +487,11 @@ msgid ""
"work yourself. Godot is not owned by one person; it belongs to the "
"community, and it grows along with ambitious community contributors like you."
msgstr ""
"Wenn Dir nützliche SDKs bekannt sind, die noch nicht von Godot unterstützt "
"werden, aber eine freie und quelloffene Integration erlauben, kannst Du "
"Wenn Ihnen nützliche SDKs bekannt sind, die noch nicht von Godot unterstützt "
"werden, aber eine freie und quelloffene Integration erlauben, können Sie "
"gerne selbst an dieser arbeiten. Godot gehört nicht einer Person; es gehört "
"der Allgemeinheit und wächst mit ambitionierten Mitwirkenden aus der "
"Gemeinschaft wie Dir."
"Gemeinschaft wie Ihnen."
#: ../../docs/about/faq.rst:179
msgid ""
@@ -579,7 +580,7 @@ msgid ""
"consider learning about Containers."
msgstr ""
"Um das Verhalten von Steuerelementen im Raum besser zu kontrollieren, "
"solltest Du diese :ref:`verankern <doc_size_and_anchors>`. Bei komplexeren "
"sollten Sie diese :ref:`verankern <doc_size_and_anchors>`. Bei komplexeren "
"Benutzeroberflächen ist es ratsam, sich zudem über Container zu informieren."
#: ../../docs/about/faq.rst:214
@@ -708,7 +709,7 @@ msgid ""
"Your experience using the software and the problems you have (we care about "
"this much more than ideas on how to improve it)."
msgstr ""
"Deine Erfahrung mit der Software und die Probleme, die Du hast (uns "
"Ihre Erfahrung mit der Software und die Probleme, die Sie haben (uns "
"interessiert das um einiges mehr als die Ideen, wie man die Software "
"verbessern kann)."
@@ -717,8 +718,8 @@ msgid ""
"The features you would like to see implemented because you need them for "
"your project."
msgstr ""
"Die Funktionen, die Du gerne in der Engine implementiert sehen würdest, weil "
"sie für ein Projekt benötigt werden."
"Die Funktionen, die Sie gerne in der Engine implementiert sehen würden, weil "
"Sie sie für ein Projekt benötigt werden."
#: ../../docs/about/faq.rst:267
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -47,7 +47,7 @@ msgstr ""
#: ../../docs/about/introduction.rst:21
msgid "Before you start"
msgstr "Bevor es losgeht"
msgstr "Bevor Sie beginnen"
#: ../../docs/about/introduction.rst:23
msgid ""
@@ -55,8 +55,8 @@ msgid ""
"video tutorials contributed by the community. If you prefer video to text, "
"those may be worth a look."
msgstr ""
"Die :ref:`Tutorials and resources <doc_community_tutorials>` Seite enthält "
"von der Community erstellte Video-Tutorials. Falls Sie lieber Videos "
"Die :ref:`Tutorials und Resourcen <doc_community_tutorials>` Seite enthält "
"von der Gemeindschaft erstellte Video-Tutorials. Falls Sie lieber Videos "
"anschauen anstatt Texte zu lesen, mögen diese einen Blick wert sein."
#: ../../docs/about/introduction.rst:27
@@ -65,9 +65,9 @@ msgid ""
"find help on the various :ref:`Community channels <doc_community_channels>`, "
"especially the Godot Discord community, Q&A, and IRC."
msgstr ""
"Falls Sie Probleme mit einem der Tutorials oder einem Projekt haben, "
"befinden sich hier diverse :ref:`Community channels "
"<doc_community_channels>`, speziell die Godot Discord Community, Q&A und IRC."
"Falls Sie Probleme mit einer Anleitungen oder einem Projekt haben, befinden "
"sich hier diverse :ref:`Gemeindschafts Kanäle<doc_community_channels>`, "
"speziell die Godot Discord Gemeinschaft, Q&A und IRC."
#: ../../docs/about/introduction.rst:32
msgid "About Godot Engine"
@@ -80,9 +80,9 @@ msgid ""
"if you need a quick writeup about Godot Engine."
msgstr ""
"Spiele-Engines sind komplexe Werkzeuge, was es schwierig macht, Godot in "
"wenigen Worten zu beschreiben. Nichtsdestoweniger findest Du hier eine kurze "
"Zusammenfassung, die Du gern verwenden kannst, wenn Du eine Beschreibung der "
"Godot Engine benötigst."
"wenigen Worten zu beschreiben. Nichtsdestoweniger finden Sie hier eine kurze "
"Zusammenfassung, die SIe gern verwenden können, falls Sie eine Beschreibung "
"der Godot Engine benötigen."
#: ../../docs/about/introduction.rst:38
msgid ""
@@ -112,12 +112,12 @@ msgid ""
"expectations. It is supported by the `Software Freedom Conservancy <https://"
"sfconservancy.org>`_ not-for-profit."
msgstr ""
"Godot ist vollständig frei und quelloffen und steht unter der äußerst "
"freizügigen MIT-Lizenz. Ohne Haken oder versteckten Gebühren, nichts. Das "
"Spiel gehört einzig und allein dem Entwickler selbst, bis zur letzten Zeile "
"Engine-Code. Die Godot-Weiterentwicklung ist vollständig unabhängig und wird "
"durch ihre Gemeinschaft vorangetrieben. Das gibt Nutzern die Möglichkeit, an "
"der Entwicklung der Engine beizutragen und sie nach ihren Vorstellungen zu "
"Godot ist vollständig frei und quelloffen und steht unter der freizügigen "
"MIT-Lizenz. Ohne Haken oder versteckten Gebühren, nichts. Das Spiel gehört "
"einzig und allein dem Entwickler selbst, bis zur letzten Zeile Engine-Code. "
"Die Godot-Weiterentwicklung ist vollständig unabhängig und wird durch ihre "
"Gemeinschaft vorangetrieben,was den Nutzern die Möglichkeit gibt, an der "
"Entwicklung der Engine beizutragen und sie nach ihren Vorstellungen zu "
"gestalten. Godot wird unterstützt durch die gemeinnützige `Software Freedom "
"Conservancy <https://sfconservancy.org>`."
@@ -202,7 +202,6 @@ msgstr ""
"Er enthält ebenfalls die :ref:`häufig gestellten Fragen <doc_faq>`."
#: ../../docs/about/introduction.rst:86
#, fuzzy
msgid ""
"The :ref:`sec-learn` section is the *raison d'être* of this documentation, "
"as it contains all the necessary information on using the engine to make "
@@ -269,7 +268,7 @@ msgid ""
"various `Godot demo projects <https://github.com/godotengine/godot-demo-"
"projects>`_."
msgstr ""
"Ergänzend zu dieser Dokumentation möchtest Du vielleicht auch einen Blick "
"Ergänzend zu dieser Dokumentation möchten Sie vielleicht auch einen Blick "
"auf die verschiedenen `Godot-Demoprojekte <https://github.com/godotengine/"
"godot-demo-projects>`_ werfen."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -72,14 +72,15 @@ msgstr ""
msgid ""
"**Donate.** Godot is a non-profit project, but it can still benefit from "
"user donations for many things. Apart from usual expenses such as hosting "
"costs or promotion material on events, we also use donation money to acquire "
"hardware when necessary (e.g. we used donation money to buy a Macbook Pro to "
"implement Retina/HiDPI support and various other macOS-related features). "
"Most importantly, we also used donation money to hire core developers so "
"they can work full-time on the engine. Even with a low monthly wage, we need "
"a steady donation income to continue doing this, which has been very "
"beneficial to the project so far. So if you want to donate some money to the "
"project, check `our website <https://godotengine.org/donate>`_ for details."
"costs or promotional material on events, we also use donation money to "
"acquire hardware when necessary (e.g. we used donation money to buy a "
"Macbook Pro to implement Retina/HiDPI support and various other macOS-"
"related features). Most importantly, we also used donation money to hire "
"core developers so they can work full-time on the engine. Even with a low "
"monthly wage, we need a steady donation income to continue doing this, which "
"has been very beneficial to the project so far. So if you want to donate "
"some money to the project, check `our website <https://godotengine.org/"
"donate>`_ for details."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:54
@@ -230,10 +231,11 @@ msgstr ""
"Wenn Sie einen Fehler melden, sollten Sie berücksichtigen, dass der Vorgang "
"mit einem Termin bei Ihrem Arzt vergleichbar ist. Sie haben * Symptome * "
"festgestellt, die den Eindruck erwecken, dass etwas nicht in Ordnung ist "
"(der Motor stürzt ab, einige Funktionen funktionieren nicht wie erwartet "
"usw.). Es ist die Aufgabe des Bug-Triaging-Teams und der Entwickler, die "
"Diagnose des Problems zu erstellen, auf das Sie gestoßen sind, damit die "
"eigentliche Fehlerursache identifiziert und behoben werden kann."
"(die Engine stürzt ab, einige Funktionen funktionieren nicht wie erwartet "
"usw.).In diesem Fall ist es die Aufgabe des Bug-Triaging-Teams und der "
"Entwickler, die Diagnose des Problems zu erstellen, auf das Sie gestoßen "
"sind, damit die eigentliche Fehlerursache identifiziert und behoben werden "
"kann."
#: ../../docs/community/contributing/ways_to_contribute.rst:139
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -153,6 +153,12 @@ msgid ""
"list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:35
msgid ""
"`BornCG <https://www.youtube.com/playlist?"
"list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:38
msgid "Text tutorials"
msgstr "Text-Anleitungen"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -48,69 +48,88 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:20
msgid ""
"The ANGLE repo by Microsoft has been discontinued and the ``ms_master`` "
"branch has been cleared out."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:23
msgid ""
"As a temporary workaround however, it is still possible to download an older "
"state of the source code via commit `c61d048 <https://github.com/microsoft/"
"angle/tree/c61d0488abd9663e0d4d2450db7345baa2c0dfb6>`__."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:26
msgid ""
"This page will eventually be updated in the future to reflect the new build "
"instructions."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:29
msgid ""
"For a general overview of SCons usage for Godot, see :ref:"
"`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:24
#: ../../docs/development/compiling/compiling_for_uwp.rst:33
msgid "Compiling"
msgstr "Kompilieren"
#: ../../docs/development/compiling/compiling_for_uwp.rst:26
#: ../../docs/development/compiling/compiling_for_uwp.rst:35
msgid ""
"You need to open a proper Visual Studio prompt for the target architecture "
"you want to build. Check :ref:`doc_compiling_for_windows` to see how these "
"prompts work."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:30
#: ../../docs/development/compiling/compiling_for_uwp.rst:39
msgid ""
"There are three target architectures for UWP: x86 (32-bits), x64 (64-bits) "
"and ARM (32-bits). For the latter, you can run ``vcvarsall.bat`` with "
"``x86_arm`` or ``amd64_arm`` as argument to set the environment."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:34
#: ../../docs/development/compiling/compiling_for_uwp.rst:43
msgid ""
"Set the ``ANGLE_SRC_PATH`` to the directory where you downloaded the ANGLE "
"source code. The build process will also build ANGLE to produce the required "
"DLLs for the selected architecture."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:38
#: ../../docs/development/compiling/compiling_for_uwp.rst:47
msgid ""
"Once you're set, run the SCons command similarly to the other platforms::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:43
#: ../../docs/development/compiling/compiling_for_uwp.rst:52
msgid "Creating UWP export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:45
#: ../../docs/development/compiling/compiling_for_uwp.rst:54
msgid ""
"To export using the editor you need to properly build package the templates. "
"You need all three architectures with ``debug`` and ``release`` templates to "
"be able to export."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:49
#: ../../docs/development/compiling/compiling_for_uwp.rst:58
msgid ""
"Open the command prompt for one architecture and run SCons twice (once for "
"each target)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:55
#: ../../docs/development/compiling/compiling_for_uwp.rst:64
msgid "Repeat for the other architectures."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:57
#: ../../docs/development/compiling/compiling_for_uwp.rst:66
msgid ""
"In the end your ``bin`` folder will have the ``.exe`` binaries with a name "
"like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each target/"
"arch)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:61
#: ../../docs/development/compiling/compiling_for_uwp.rst:70
msgid ""
"Copy one of these to ``misc/dist/uwp_template`` inside the Godot source "
"folder and rename the binary to ``godot.uwp.exe``. From the ANGLE source, "
@@ -119,13 +138,13 @@ msgid ""
"putting them along with the executable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:67
#: ../../docs/development/compiling/compiling_for_uwp.rst:76
msgid ""
"Add the files in the ``uwp_template`` folder to a ZIP. Rename the resulting "
"Zip according to the target/architecture of the template::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:77
#: ../../docs/development/compiling/compiling_for_uwp.rst:86
msgid ""
"Move those templates to the ``[versionstring]\\templates`` folder in Godot "
"settings path, where `versionstring` is the version of Godot you have "
@@ -134,11 +153,11 @@ msgid ""
"\"Custom Package\" property in the export window."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:84
#: ../../docs/development/compiling/compiling_for_uwp.rst:93
msgid "Running UWP apps with Visual Studio"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:86
#: ../../docs/development/compiling/compiling_for_uwp.rst:95
msgid ""
"If you want to debug the UWP port or simply run your apps without packaging "
"and signing, you can deploy and launch them using Visual Studio. It might be "
@@ -146,14 +165,14 @@ msgid ""
"Xbox One."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:91
#: ../../docs/development/compiling/compiling_for_uwp.rst:100
msgid ""
"Within the ANGLE source folder, open ``templates`` and double-click the "
"``install.bat`` script file. This will install the Visual Studio project "
"templates for ANGLE apps."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:95
#: ../../docs/development/compiling/compiling_for_uwp.rst:104
msgid ""
"If you have not built Godot yet, open the ``winrt/10/src/angle.sln`` "
"solution from the ANGLE source and build it to Release/Win32 target. You may "
@@ -161,14 +180,14 @@ msgid ""
"use MSBuild if you're comfortable with the command line."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:100
#: ../../docs/development/compiling/compiling_for_uwp.rst:109
msgid ""
"Create a new Windows App project using the \"App for OpenGL ES (Windows "
"Universal)\" project template, which can be found under the ``Visual C++/"
"Windows/Universal`` category."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:104
#: ../../docs/development/compiling/compiling_for_uwp.rst:113
msgid ""
"This is a base project with the ANGLE dependencies already set up. However, "
"by default it picks the debug version of the DLLs which usually have poor "
@@ -177,14 +196,14 @@ msgid ""
"``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:110
#: ../../docs/development/compiling/compiling_for_uwp.rst:119
msgid ""
"In the same \"Binaries\" filter, select \"Add > Existing Item\" and point to "
"the Godot executable for UWP you have. In the \"Properties\" window, set "
"\"Content\" to ``True`` so it's included in the project."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:114
#: ../../docs/development/compiling/compiling_for_uwp.rst:123
msgid ""
"Right-click the ``Package.appxmanifest`` file and select \"Open With... > "
"XML (Text) Editor\". In the ``Package/Applications/Application`` element, "
@@ -194,7 +213,7 @@ msgid ""
"Godot executable is correctly called when the app starts."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:121
#: ../../docs/development/compiling/compiling_for_uwp.rst:130
msgid ""
"Create a folder (*not* a filter) called ``game`` in your Visual Studio "
"project folder and there you can put either a ``data.pck`` file or your "
@@ -203,7 +222,7 @@ msgid ""
"they're copied to the app."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:127
#: ../../docs/development/compiling/compiling_for_uwp.rst:136
msgid ""
"To ease the workflow, you can open the \"Solution Properties\" and in the "
"\"Configuration\" section untick the \"Build\" option for the app. You still "
@@ -212,7 +231,7 @@ msgid ""
"\" and selecting \"Build\"."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:133
#: ../../docs/development/compiling/compiling_for_uwp.rst:142
msgid ""
"Now you can just run the project and your app should open. You can use also "
"the \"Start Without Debugging\" from the \"Debug\" menu (Ctrl+F5) to make it "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -47,46 +47,54 @@ msgid ""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:19
msgid "`SCons <https://www.scons.org>`_ build system."
msgid ""
"`SCons <https://www.scons.org>`_ build system. If using Visual Studio 2019, "
"you *must* have SCons 3.1.1 or later."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:20
#: ../../docs/development/compiling/compiling_for_windows.rst:21
msgid ""
"*Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD "
"optimizations)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:22
#: ../../docs/development/compiling/compiling_for_windows.rst:23
msgid ""
"If you have `Scoop <https://scoop.sh/>`_ installed, you can easily install "
"MinGW and other dependencies using the following command::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:27
#: ../../docs/development/compiling/compiling_for_windows.rst:28
msgid ""
"If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily "
"install MinGW and other dependencies using the following command::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:39
msgid ""
"For a general overview of SCons usage for Godot, see :ref:"
"`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:31
#: ../../docs/development/compiling/compiling_for_windows.rst:43
msgid "Setting up SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:33
#: ../../docs/development/compiling/compiling_for_windows.rst:45
msgid ""
"First, make sure to enable the option to add Python to the ``PATH`` in the "
"Python installer. The SCons installer should then detect and use the "
"existing Python installation."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:37
#: ../../docs/development/compiling/compiling_for_windows.rst:49
msgid ""
"To check whether you have installed Python and SCons correctly, you can type "
"``python --version`` and ``scons --version`` into a command prompt (``cmd."
"exe``)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:41
#: ../../docs/development/compiling/compiling_for_windows.rst:53
msgid ""
"If the commands above don't work, make sure to add Python to your ``PATH`` "
"environment variable after installing it, then check again. You can do so by "
@@ -94,23 +102,23 @@ msgid ""
"the ``PATH``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:49
#: ../../docs/development/compiling/compiling_for_windows.rst:61
msgid "Installing Visual Studio caveats"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:51
#: ../../docs/development/compiling/compiling_for_windows.rst:63
msgid ""
"If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the "
"list of workflows to install."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:54
#: ../../docs/development/compiling/compiling_for_windows.rst:66
msgid ""
"If installing Visual Studio 2015, make sure to run a **Custom** installation "
"instead of **Typical** and select **C++** as a language there."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:57
#: ../../docs/development/compiling/compiling_for_windows.rst:69
msgid ""
"If you've already made the mistake of installing Visual Studio without C++ "
"support, run the installer again; it should present you a **Modify** button. "
@@ -118,33 +126,33 @@ msgid ""
"**Repair** option, which won't let you install C++ tools."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:63
#: ../../docs/development/compiling/compiling_for_windows.rst:75
msgid "Downloading Godot's source"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:65
#: ../../docs/development/compiling/compiling_for_windows.rst:77
msgid ""
"Godot's source code is `hosted on GitHub <https://github.com/godotengine/"
"godot>`_. Downloading it (cloning) using `Git <https://git-scm.com/>`_ is "
"recommended."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:68
#: ../../docs/development/compiling/compiling_for_windows.rst:80
msgid ""
"The tutorial will assume from now on that you placed the source code in ``C:"
"\\godot``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:72
#: ../../docs/development/compiling/compiling_for_windows.rst:84
msgid "Compiling"
msgstr "Kompilieren"
#: ../../docs/development/compiling/compiling_for_windows.rst:75
#: ../../docs/development/compiling/compiling_for_windows.rst:87
#, fuzzy
msgid "Selecting a compiler"
msgstr "Beispiel für Geschosse"
#: ../../docs/development/compiling/compiling_for_windows.rst:77
#: ../../docs/development/compiling/compiling_for_windows.rst:89
msgid ""
"SCons will automatically find and use an existing Visual Studio "
"installation. If you do not have Visual Studio installed, it will attempt to "
@@ -152,7 +160,7 @@ msgid ""
"use MinGW, pass ``use_mingw=yes`` to the SCons command line."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:82
#: ../../docs/development/compiling/compiling_for_windows.rst:94
msgid ""
"During development, using the Visual Studio compiler is usually a better "
"idea, as it links the Godot binary much faster than MinGW. However, MinGW "
@@ -160,60 +168,60 @@ msgid ""
"below), making it a better choice for production use."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:88
#: ../../docs/development/compiling/compiling_for_windows.rst:100
msgid "Running SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:90
#: ../../docs/development/compiling/compiling_for_windows.rst:102
msgid ""
"After opening a command prompt, change to the root directory of the engine "
"source code (using ``cd``) and type::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:95
#: ../../docs/development/compiling/compiling_for_windows.rst:107
msgid "You can specify a number of CPU threads to use to speed up the build::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:99
#: ../../docs/development/compiling/compiling_for_windows.rst:111
msgid ""
"In general, it is OK to have at least as many threads compiling Godot as you "
"have cores in your CPU, if not one or two more. Feel free to add the -j "
"option to any SCons command you see below."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:103
#: ../../docs/development/compiling/compiling_for_windows.rst:115
msgid ""
"When compiling with multiple CPU threads, SCons may warn about pywin32 being "
"missing. You can safely ignore this warning."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:106
#: ../../docs/development/compiling/compiling_for_windows.rst:118
msgid ""
"If all goes well, the resulting binary executable will be placed in ``C:"
"\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot."
"windows.tools.64.exe``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:110
#: ../../docs/development/compiling/compiling_for_windows.rst:122
msgid ""
"By default, SCons will build a binary matching your CPU architecture, but "
"this can be overridden using ``bits=64`` or ``bits=32``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:113
#: ../../docs/development/compiling/compiling_for_windows.rst:125
msgid ""
"This executable file contains the whole engine and runs without any "
"dependencies. Running it will bring up the Project Manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:116
#: ../../docs/development/compiling/compiling_for_windows.rst:128
msgid ""
"If you are compiling Godot for production use, then you can make the final "
"executable smaller and faster by adding the SCons option "
"``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:120
#: ../../docs/development/compiling/compiling_for_windows.rst:132
msgid ""
"If you are compiling Godot with MinGW, you can make the binary even smaller "
"and faster by adding the SCons option ``use_lto=yes``. As link-time "
@@ -221,30 +229,30 @@ msgid ""
"available RAM while compiling."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:126
#: ../../docs/development/compiling/compiling_for_windows.rst:138
msgid "Development in Visual Studio or other IDEs"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:128
#: ../../docs/development/compiling/compiling_for_windows.rst:140
msgid ""
"For most projects, using only scripting is enough but when development in C+"
"+ is needed, for creating modules or extending the engine, working with an "
"IDE is usually desirable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:132
#: ../../docs/development/compiling/compiling_for_windows.rst:144
msgid ""
"You can create a Visual Studio solution via SCons by running SCons with the "
"``vsproj=yes`` parameter, like this::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:137
#: ../../docs/development/compiling/compiling_for_windows.rst:149
msgid ""
"You will be able to open Godot's source in a Visual Studio solution now, and "
"able to build Godot using Visual Studio's **Build** button."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:140
#: ../../docs/development/compiling/compiling_for_windows.rst:152
msgid ""
"If you need to edit the build commands, they are located in \"Godot\" "
"project settings, NMAKE sheet. SCons is called at the end of the commands. "
@@ -253,11 +261,11 @@ msgid ""
"they are equivalent."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:147
#: ../../docs/development/compiling/compiling_for_windows.rst:159
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:149
#: ../../docs/development/compiling/compiling_for_windows.rst:161
msgid ""
"If you are a Linux or macOS user, you need to install `MinGW-w64 <https://"
"mingw-w64.org/doku.php>`_, which typically comes in 32-bit and 64-bit "
@@ -265,99 +273,99 @@ msgid ""
"some known ones:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:155
#: ../../docs/development/compiling/compiling_for_windows.rst:167
msgid "**Arch Linux**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:155
#: ../../docs/development/compiling/compiling_for_windows.rst:167
msgid "Install `mingw-w64-gcc from the AUR`_."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:157
#: ../../docs/development/compiling/compiling_for_windows.rst:169
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:161
#: ../../docs/development/compiling/compiling_for_windows.rst:173
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:166
#: ../../docs/development/compiling/compiling_for_windows.rst:178
msgid "**macOS**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:170
#: ../../docs/development/compiling/compiling_for_windows.rst:182
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:178
#: ../../docs/development/compiling/compiling_for_windows.rst:190
msgid ""
"Before attempting the compilation, SCons will check for the following "
"binaries in your ``PATH`` environment variable::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:184
#: ../../docs/development/compiling/compiling_for_windows.rst:196
msgid ""
"If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can "
"define the following environment variables to give a hint to the build "
"system::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:191
#: ../../docs/development/compiling/compiling_for_windows.rst:203
msgid ""
"To make sure you are doing things correctly, executing the following in the "
"shell should result in a working compiler (the version output may differ "
"based on your system)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:199
#: ../../docs/development/compiling/compiling_for_windows.rst:211
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:201
#: ../../docs/development/compiling/compiling_for_windows.rst:213
msgid ""
"Cross-compiling from some Ubuntu versions may lead to `this bug <https://"
"github.com/godotengine/godot/issues/9258>`_, due to a default configuration "
"lacking support for POSIX threading."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:205
#: ../../docs/development/compiling/compiling_for_windows.rst:217
msgid ""
"You can change that configuration following those instructions, for 64-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:213
#: ../../docs/development/compiling/compiling_for_windows.rst:225
msgid "And for 32-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:221
#: ../../docs/development/compiling/compiling_for_windows.rst:233
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:223
#: ../../docs/development/compiling/compiling_for_windows.rst:235
msgid ""
"Windows export templates are created by compiling Godot without the editor, "
"with the following flags::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:231
#: ../../docs/development/compiling/compiling_for_windows.rst:243
msgid ""
"If you plan on replacing the standard export templates, copy these to the "
"following location, replacing ``<version>`` with the version identifier "
"(such as ``3.1.1.stable`` or ``3.2.dev``)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:237
#: ../../docs/development/compiling/compiling_for_windows.rst:249
#, fuzzy
msgid "With the following names::"
msgstr "Beachte folgendes:"
#: ../../docs/development/compiling/compiling_for_windows.rst:244
#: ../../docs/development/compiling/compiling_for_windows.rst:256
msgid ""
"However, if you are using custom modules or custom engine code, you may "
"instead want to configure your binaries as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:250
#: ../../docs/development/compiling/compiling_for_windows.rst:262
msgid ""
"You don't need to copy them in this case, just reference the resulting files "
"in the ``bin\\`` directory of your Godot source folder, so the next time you "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -81,51 +81,55 @@ msgid "Distro-specific oneliners"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:31
msgid "**Alpine Linux**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:36
msgid "**Arch Linux**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:35
#: ../../docs/development/compiling/compiling_for_x11.rst:41
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:40
#: ../../docs/development/compiling/compiling_for_x11.rst:46
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:46
#: ../../docs/development/compiling/compiling_for_x11.rst:52
msgid "**FreeBSD**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:52
#: ../../docs/development/compiling/compiling_for_x11.rst:58
msgid "**Gentoo**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:57
#: ../../docs/development/compiling/compiling_for_x11.rst:63
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:63
#: ../../docs/development/compiling/compiling_for_x11.rst:69
msgid "**OpenBSD**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:67
#: ../../docs/development/compiling/compiling_for_x11.rst:73
msgid "**openSUSE**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:72
#: ../../docs/development/compiling/compiling_for_x11.rst:78
msgid "**Solus**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:79
#: ../../docs/development/compiling/compiling_for_x11.rst:85
msgid "Compiling"
msgstr "Kompilieren"
#: ../../docs/development/compiling/compiling_for_x11.rst:81
#: ../../docs/development/compiling/compiling_for_x11.rst:87
msgid ""
"Start a terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:87
#: ../../docs/development/compiling/compiling_for_x11.rst:93
msgid ""
"A good rule of thumb for the ``-j`` (*jobs*) flag, is to have at least as "
"many threads compiling Godot as you have cores in your CPU, if not one or "
@@ -133,35 +137,35 @@ msgid ""
"below."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:91
#: ../../docs/development/compiling/compiling_for_x11.rst:97
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_x11.rst:98
#: ../../docs/development/compiling/compiling_for_x11.rst:104
msgid "If you wish to compile using Clang rather than GCC, use this command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:104
#: ../../docs/development/compiling/compiling_for_x11.rst:110
msgid ""
"Using Clang appears to be a requirement for OpenBSD, otherwise fonts would "
"not build."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:107
#: ../../docs/development/compiling/compiling_for_x11.rst:113
msgid ""
"If you are compiling Godot for production use, then you can make the final "
"executable smaller and faster by adding the SCons option "
"``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:112
#: ../../docs/development/compiling/compiling_for_x11.rst:118
msgid "Building export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:114
#: ../../docs/development/compiling/compiling_for_x11.rst:120
msgid ""
"Linux binaries usually won't run on distributions that are older than the "
"distribution they were built on. If you wish to distribute binaries that "
@@ -170,45 +174,45 @@ msgid ""
"a suitable build environment."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:122
#: ../../docs/development/compiling/compiling_for_x11.rst:128
msgid ""
"To build X11 (Linux, \\*BSD) export templates, run the build system with the "
"following parameters:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:125
#: ../../docs/development/compiling/compiling_for_x11.rst:131
msgid "(32 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:132
#: ../../docs/development/compiling/compiling_for_x11.rst:138
msgid "(64 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:139
#: ../../docs/development/compiling/compiling_for_x11.rst:145
msgid ""
"Note that cross-compiling for the opposite bits (64/32) as your host "
"platform is not always straight-forward and might need a chroot environment."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:142
#: ../../docs/development/compiling/compiling_for_x11.rst:148
msgid ""
"To create standard export templates, the resulting files must be copied to:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:148
#: ../../docs/development/compiling/compiling_for_x11.rst:154
msgid ""
"and named like this (even for \\*BSD which is seen as \"Linux X11\" by "
"Godot):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:157
#: ../../docs/development/compiling/compiling_for_x11.rst:163
msgid ""
"However, if you are writing your custom modules or custom C++ code, you "
"might instead want to configure your binaries as custom export templates "
"here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:163
#: ../../docs/development/compiling/compiling_for_x11.rst:169
msgid ""
"You don't even need to copy them, you can just reference the resulting files "
"in the ``bin/`` directory of your Godot source folder, so the next time you "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -44,15 +44,33 @@ msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:16
msgid ""
"You may need to import necessary certificates for NuGet to perform HTTPS "
"requests. You can do this with the following command (on Windows, you can "
"run it from the Mono command line prompt)::"
"requests."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:23
#: ../../docs/development/compiling/compiling_with_mono.rst:19
msgid ""
"The recommended method is to use **curl**'s CA (Certificate Autorities) "
"certificate bundle."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:21
msgid ""
"Run the following commands to download and import it. On Windows, you can "
"run it from the Mono command line prompt (or the regular prompt if you added "
"Mono's ``bin`` directory to your ``PATH`` environment variable)::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:27
msgid ""
"Alternatively, you can use the following command, though it's deprecated and "
"may not work correctly::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:32
msgid "Environment variables"
msgstr "Umgebungsvariablen"
#: ../../docs/development/compiling/compiling_with_mono.rst:25
#: ../../docs/development/compiling/compiling_with_mono.rst:34
msgid ""
"By default, SCons will try to find Mono in the Windows Registry on Windows "
"or via ``pkg-config`` on other platforms. You can specify a different "
@@ -60,27 +78,27 @@ msgid ""
"SCons; e.g. ``scons [...] mono_prefix=%ProgramFiles%/Mono``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:30
#: ../../docs/development/compiling/compiling_with_mono.rst:39
msgid ""
"This is the directory that contains the subdirectories ``include`` and "
"``lib``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:33
#: ../../docs/development/compiling/compiling_with_mono.rst:42
msgid "Enable the Mono module"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:35
#: ../../docs/development/compiling/compiling_with_mono.rst:44
msgid ""
"By default, the Mono module is disabled when building. To enable it, add the "
"option ``module_mono_enabled=yes`` to the SCons command line."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:39
#: ../../docs/development/compiling/compiling_with_mono.rst:48
msgid "Generate the glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:41
#: ../../docs/development/compiling/compiling_with_mono.rst:50
msgid ""
"Glue sources are the wrapper functions that will be called by managed "
"methods. These source files must be generated before building your final "
@@ -88,14 +106,14 @@ msgid ""
"binary with the options ``tools=yes`` and ``mono_glue=no``::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:48
#: ../../docs/development/compiling/compiling_with_mono.rst:57
msgid ""
"After the build finishes, you need to run the compiled executable with the "
"parameter ``--generate-mono-glue`` followed by the path to an output "
"directory. This path must be ``modules/mono/glue`` in the Godot directory::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:54
#: ../../docs/development/compiling/compiling_with_mono.rst:63
msgid ""
"This command will tell Godot to generate the file ``modules/mono/glue/"
"mono_glue.gen.cpp`` and the C# solution for the Godot API at ``modules/mono/"
@@ -103,7 +121,7 @@ msgid ""
"Godot for all the desired targets without having to repeat this process."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:59
#: ../../docs/development/compiling/compiling_with_mono.rst:68
msgid ""
"``<godot_binary>`` refers to the tools binary you compiled above with the "
"Mono module enabled. Its exact name will differ based on your system and "
@@ -114,11 +132,11 @@ msgid ""
"without this suffix. These binaries can't be used to generate the Mono glue."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:69
#: ../../docs/development/compiling/compiling_with_mono.rst:78
msgid "Notes"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:70
#: ../../docs/development/compiling/compiling_with_mono.rst:79
msgid ""
"**Do not build your final binaries with** ``mono_glue=no``. This disables C# "
"scripting. This option must be used only for the temporary binary that will "
@@ -126,7 +144,7 @@ msgid ""
"without the glue sources."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:74
#: ../../docs/development/compiling/compiling_with_mono.rst:83
msgid ""
"The glue sources must be regenerated every time the ClassDB-registered API "
"changes. That is, for example, when a new method is registered to the "
@@ -135,28 +153,28 @@ msgid ""
"the glue sources."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:82
#: ../../docs/development/compiling/compiling_with_mono.rst:91
msgid "Rebuild with Mono glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:84
#: ../../docs/development/compiling/compiling_with_mono.rst:93
msgid ""
"Once you have generated the Mono glue, you can build the final binary with "
"``mono_glue=yes``. This is the default value for ``mono_glue``, so you can "
"also omit it. To build a Mono-enabled editor::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:90
#: ../../docs/development/compiling/compiling_with_mono.rst:99
msgid "And Mono-enabled export templates::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:94
#: ../../docs/development/compiling/compiling_with_mono.rst:103
msgid ""
"If everything went well, apart from the normal output, SCons should have "
"created the following files in the ``bin`` directory:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:97
#: ../../docs/development/compiling/compiling_with_mono.rst:106
msgid ""
"If you're not linking the Mono runtime statically, the build script will "
"place the Mono runtime shared library (``monosgen-2.0``) next to the Godot "
@@ -166,7 +184,7 @@ msgid ""
"Gradle takes care of the rest."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:103
#: ../../docs/development/compiling/compiling_with_mono.rst:112
msgid ""
"Unlike \"classical\" Godot builds, when building with the Mono module "
"enabled (and depending on the target platform), a data directory may be "
@@ -176,48 +194,48 @@ msgid ""
"directory<compiling_with_mono_data_directory>`."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:111
#: ../../docs/development/compiling/compiling_with_mono.rst:120
msgid "Examples"
msgstr "Beispiele"
#: ../../docs/development/compiling/compiling_with_mono.rst:114
#: ../../docs/development/compiling/compiling_with_mono.rst:123
msgid "Example (Windows)"
msgstr "Beispiel (Windows)"
#: ../../docs/development/compiling/compiling_with_mono.rst:130
#: ../../docs/development/compiling/compiling_with_mono.rst:139
msgid "Example (X11)"
msgstr "Beispiel (X11)"
#: ../../docs/development/compiling/compiling_with_mono.rst:148
#: ../../docs/development/compiling/compiling_with_mono.rst:157
msgid "Data directory"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:150
#: ../../docs/development/compiling/compiling_with_mono.rst:159
msgid ""
"The data directory is a dependency for Godot binaries built with the Mono "
"module enabled. It contains important files for the correct functioning of "
"Godot. It must be distributed together with the Godot executable."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:154
#: ../../docs/development/compiling/compiling_with_mono.rst:163
msgid ""
"The information below doesn't apply to Android, as there is no data "
"directory for that platform."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:158
#: ../../docs/development/compiling/compiling_with_mono.rst:167
msgid "Export templates"
msgstr "Exportvorlagen"
#: ../../docs/development/compiling/compiling_with_mono.rst:160
#: ../../docs/development/compiling/compiling_with_mono.rst:169
msgid ""
"The name of the data directory for an export template differs based on the "
"configuration it was built with. The format is ``data.mono.<platform>.<bits>."
"<target>``, e.g. ``data.mono.x11.32.debug`` or ``data.mono.windows.64."
"release``."
"<target>``, e.g. ``data.mono.x11.32.release_debug`` or ``data.mono."
"windows.64.release``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:165
#: ../../docs/development/compiling/compiling_with_mono.rst:174
msgid ""
"This directory must be placed with its original name next to the Godot "
"export templates. When exporting a project, Godot will also copy this "
@@ -226,86 +244,86 @@ msgid ""
"in the project setting ``application/config/name``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:171
#: ../../docs/development/compiling/compiling_with_mono.rst:180
msgid ""
"In the case of macOS, where the export template is compressed as a ZIP "
"archive, the contents of the data directory can be placed in the following "
"locations inside the ZIP archive:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:176
#: ../../docs/development/compiling/compiling_with_mono.rst:198
#: ../../docs/development/compiling/compiling_with_mono.rst:185
#: ../../docs/development/compiling/compiling_with_mono.rst:207
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:176
#: ../../docs/development/compiling/compiling_with_mono.rst:185
msgid "``/osx_template.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:178
#: ../../docs/development/compiling/compiling_with_mono.rst:200
#: ../../docs/development/compiling/compiling_with_mono.rst:187
#: ../../docs/development/compiling/compiling_with_mono.rst:209
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:178
#: ../../docs/development/compiling/compiling_with_mono.rst:187
msgid "``/osx_template.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:182
#: ../../docs/development/compiling/compiling_with_mono.rst:191
msgid "Editor"
msgstr "Editor"
#: ../../docs/development/compiling/compiling_with_mono.rst:184
#: ../../docs/development/compiling/compiling_with_mono.rst:193
msgid ""
"The name of the data directory for the Godot editor will always be "
"``GodotSharp``. The contents of this directory are the following:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:187
#: ../../docs/development/compiling/compiling_with_mono.rst:196
msgid "``Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:188
#: ../../docs/development/compiling/compiling_with_mono.rst:197
msgid "``Mono`` (optional)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:189
#: ../../docs/development/compiling/compiling_with_mono.rst:198
#, fuzzy
msgid "``Tools``"
msgstr "Werkzeuge"
#: ../../docs/development/compiling/compiling_with_mono.rst:191
#: ../../docs/development/compiling/compiling_with_mono.rst:200
msgid ""
"The ``Api`` subdirectory contains the Godot API assemblies. On macOS, if the "
"Godot editor is distributed as a bundle, the contents of the data directory "
"may be placed in the following locations:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:196
#: ../../docs/development/compiling/compiling_with_mono.rst:205
msgid "``bin/data.mono.<platform>.<bits>.<target>/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:196
#: ../../docs/development/compiling/compiling_with_mono.rst:205
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:198
#: ../../docs/development/compiling/compiling_with_mono.rst:207
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:200
#: ../../docs/development/compiling/compiling_with_mono.rst:209
msgid "``<bundle_name>.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:202
#: ../../docs/development/compiling/compiling_with_mono.rst:211
msgid "``bin/data.mono.<platform>.<bits>.<target>/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:202
#: ../../docs/development/compiling/compiling_with_mono.rst:211
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:205
#: ../../docs/development/compiling/compiling_with_mono.rst:214
msgid ""
"The ``Mono`` subdirectory is optional. It will be needed when distributing "
"the editor, as issues can arise when the user-installed Mono version isn't "
@@ -314,18 +332,18 @@ msgid ""
"this folder and its contents."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:210
#: ../../docs/development/compiling/compiling_with_mono.rst:219
msgid ""
"The ``Tools`` subdirectory contains tools required by the editor, like the "
"``GodotTools`` assemblies and its dependencies."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:214
#: ../../docs/development/compiling/compiling_with_mono.rst:223
#, fuzzy
msgid "Targeting Android"
msgstr "Eine einfache Erweiterung erstellen"
#: ../../docs/development/compiling/compiling_with_mono.rst:216
#: ../../docs/development/compiling/compiling_with_mono.rst:225
msgid ""
"Compiling the Android export templates with Mono is a bit simpler than it is "
"for the desktop platforms, as there are no additional steps required after "
@@ -334,7 +352,7 @@ msgid ""
"automatically added to the Gradle project."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:222
#: ../../docs/development/compiling/compiling_with_mono.rst:231
msgid ""
"Before building Godot, you need to cross compile the Mono runtime for the "
"target architectures. We recommend using these `build scripts <https://"
@@ -343,7 +361,7 @@ msgid ""
"README on the link above for instructions on how to use the scripts."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:229
#: ../../docs/development/compiling/compiling_with_mono.rst:238
msgid ""
"Once you've built Mono, you can proceed to build Godot with the instructions "
"described in this page and the :ref:`Compiling for "
@@ -354,46 +372,46 @@ msgid ""
"Mono)."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:238
#: ../../docs/development/compiling/compiling_with_mono.rst:247
msgid "Command-line options"
msgstr "Kommandozeilenoptionen"
#: ../../docs/development/compiling/compiling_with_mono.rst:240
#: ../../docs/development/compiling/compiling_with_mono.rst:249
msgid ""
"The following is the list of command-line options available when building "
"with the Mono module:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:243
#: ../../docs/development/compiling/compiling_with_mono.rst:252
msgid ""
"**module_mono_enabled**: Build Godot with the Mono module enabled (yes | "
"**no**)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:246
#: ../../docs/development/compiling/compiling_with_mono.rst:255
msgid ""
"**mono_glue**: Whether to include the glue source files in the build and "
"define ``MONO_GLUE_DISABLED`` as a preprocessor macro (**yes** | no)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:249
#: ../../docs/development/compiling/compiling_with_mono.rst:258
msgid ""
"**mono_prefix**: Path to the Mono installation directory for the target "
"platform and architecture"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:252
#: ../../docs/development/compiling/compiling_with_mono.rst:261
msgid ""
"**xbuild_fallback**: Whether to fallback to xbuild if MSBuild is not "
"available (yes | **no**)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:255
#: ../../docs/development/compiling/compiling_with_mono.rst:264
msgid ""
"**mono_static**: Whether to link the Mono runtime statically (yes | **no**)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:258
#: ../../docs/development/compiling/compiling_with_mono.rst:267
msgid ""
"**copy_mono_root**: Whether to copy the Mono framework assemblies and "
"configuration files required by the Godot editor (yes | **no**)"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -180,103 +180,103 @@ msgid ""
"build targets, and which will be explained below."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:126
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:128
msgid "Tools"
msgstr "Werkzeuge"
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:128
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:130
msgid ""
"Tools are enabled by default in all PC targets (Linux, Windows, macOS), "
"disabled for everything else. Disabling tools produces a binary that can run "
"projects but that does not include the editor or the project manager."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:138
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:142
msgid "Target"
msgstr "Ziel"
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:140
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:144
msgid "Target controls optimization and debug flags. Each mode means:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:142
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:146
msgid ""
"**debug**: Build with C++ debugging symbols, runtime checks (performs checks "
"and reports error) and none to little optimization."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:144
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:148
msgid ""
"**release_debug**: Build without C++ debugging symbols and optimization, but "
"keep the runtime checks (performs checks and reports errors). Official "
"editor binaries use this configuration."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:147
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:151
msgid ""
"**release**: Build without symbols, with optimization and with little to no "
"runtime checks. This target can't be used together with ``tools=yes``, as "
"the editor requires some debug functionality and run-time checks to run."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:156
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:160
msgid ""
"This flag appends the ``.debug`` suffix (for debug), or ``.tools`` (for "
"debug with tools enabled). When optimization is enabled (release), it "
"appends the ``.opt`` suffix."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:161
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:165
msgid "Bits"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:163
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:167
msgid ""
"Bits is meant to control the CPU or OS version intended to run the binaries. "
"It is focused mostly on desktop platforms and ignored everywhere else."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:167
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:171
msgid "**32**: Build binaries for 32-bit platforms."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:168
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:172
msgid "**64**: Build binaries for 64-bit platforms."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:169
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:173
msgid "**default**: Build for the architecture that matches the host platform."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:175
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:179
msgid ""
"This flag appends ``.32`` or ``.64`` suffixes to resulting binaries when "
"relevant. If ``bits=default`` is used, the suffix will match the detected "
"architecture."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:180
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:184
msgid "Other build options"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:182
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:186
msgid ""
"There are several other build options that you can use to configure the way "
"Godot should be built (compiler, debug options, etc.) as well as the "
"features to include/disable."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:186
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:190
msgid ""
"Check the output of ``scons --help`` for details about each option for the "
"version you are willing to compile."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:190
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:194
msgid "Export templates"
msgstr "Exportvorlagen"
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:192
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:196
msgid ""
"Official export templates are downloaded from the Godot Engine site: "
"`godotengine.org <https://godotengine.org/>`__. However, you might want to "
@@ -284,20 +284,20 @@ msgid ""
"modules, or simply don't trust your own shadow)."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:197
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:201
msgid ""
"If you download the official export templates package and unzip it, you will "
"notice that most files are optimized binaries or packages for each platform:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:220
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:224
msgid ""
"To create those yourself, follow the instructions detailed for each platform "
"in this same tutorial section. Each platform explains how to create its own "
"template."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:224
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:228
msgid ""
"The ``version.txt`` file should contain the corresponding Godot version "
"identifier. This file is used to install export templates in a version-"
@@ -309,7 +309,7 @@ msgid ""
"com/godotengine/godot/blob/master/version.py>`__."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:232
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:236
msgid ""
"If you are developing for multiple platforms, macOS is definitely the most "
"convenient host platform for cross-compilation, since you can cross-compile "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -30,10 +30,457 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:15
#, fuzzy
msgid "Command line reference"
msgstr "Kommandozeilenparameter."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:17
#, fuzzy
msgid "**General options**"
msgstr "Node-Eigenschaften"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:20
#: ../../docs/getting_started/editor/command_line_tutorial.rst:34
#: ../../docs/getting_started/editor/command_line_tutorial.rst:62
#: ../../docs/getting_started/editor/command_line_tutorial.rst:90
#: ../../docs/getting_started/editor/command_line_tutorial.rst:120
msgid "Command"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:20
#: ../../docs/getting_started/editor/command_line_tutorial.rst:34
#: ../../docs/getting_started/editor/command_line_tutorial.rst:62
#: ../../docs/getting_started/editor/command_line_tutorial.rst:90
#: ../../docs/getting_started/editor/command_line_tutorial.rst:120
msgid "Description"
msgstr "Beschreibung"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:22
#, fuzzy
msgid "``-h``, ``--help``, ``/?``"
msgstr "``*`` ``/`` ``%``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:22
#, fuzzy
msgid "Display the list of command line options."
msgstr "Kommandozeile Hilfsmittel herunterladen"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:24
msgid "``--version``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:24
msgid "Display the version string."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:26
#, fuzzy
msgid "``-v``, ``--verbose``"
msgstr "``+`` ``-``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:26
msgid "Use verbose stdout mode."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:28
msgid "``--quiet``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:28
msgid "Quiet mode, silences stdout messages. Errors are still displayed."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:31
#, fuzzy
msgid "**Run options**"
msgstr "**Beschreibung**"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:36
#, fuzzy
msgid "``-e``, ``--editor``"
msgstr "``+`` ``-``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:36
msgid ""
"Start the editor instead of running the scene (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:38
msgid "``-p``, ``--project-manager``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:38
msgid ""
"Start the project manager, even if a project is auto-detected (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:40
#, fuzzy
msgid "``-q``, ``--quit``"
msgstr "``+`` ``-``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:40
msgid "Quit after the first iteration."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:42
msgid "``-l <locale>``, ``--language <locale>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:42
msgid ""
"Use a specific locale (<locale> being a two-letter code). See :ref:"
"`doc_locales` for more details."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:44
msgid "``--path <directory>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:44
msgid "Path to a project (<directory> must contain a 'project.godot' file)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:46
#, fuzzy
msgid "``-u``, ``--upwards``"
msgstr "``+`` ``-``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:46
msgid "Scan folders upwards for 'project.godot' file."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:48
msgid "``--main-pack <file>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:48
msgid "Path to a pack (.pck) file to load."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:50
msgid "``--render-thread <mode>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:50
msgid ""
"Render thread mode ('unsafe', 'safe', 'separate'). See :ref:`Thread Model "
"<class_ProjectSettings_property_rendering/threads/thread_model>` for more "
"details."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:52
msgid "``--remote-fs <address>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:52
msgid "Remote filesystem (``<host/IP>[:<port>]`` address)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:54
msgid "``--audio-driver <driver>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:54
msgid ""
"Audio driver. Use ``--help`` first to display the list of available drivers."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:56
msgid "``--video-driver <driver>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:56
msgid ""
"Video driver. Use ``--help`` first to display the list of available drivers."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:59
#, fuzzy
msgid "**Display options**"
msgstr "**Beschreibung**"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:64
msgid "``-f``, ``--fullscreen``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:64
msgid "Request fullscreen mode."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:66
msgid "``-m``, ``--maximized``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:66
msgid "Request a maximized window."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:68
#, fuzzy
msgid "``-w``, ``--windowed``"
msgstr "``+`` ``-``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:68
msgid "Request windowed mode."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:70
msgid "``-t``, ``--always-on-top``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:70
msgid "Request an always-on-top window."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:72
msgid "``--resolution <W>x<H>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:72
msgid "Request window resolution."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:74
msgid "``--position <X>,<Y>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:74
msgid "Request window position."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:76
msgid "``--low-dpi``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:76
msgid "Force low-DPI mode (macOS and Windows only)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:78
msgid "``--no-window``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:78
msgid ""
"Disable window creation (Windows only). Useful together with ``--script``."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:81
#, fuzzy
msgid "**Debug options**"
msgstr "**Beschreibung**"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:85
msgid ""
"Debug options are only available in the editor and debug export templates "
"(they require ``debug`` or ``release_debug`` build targets, see :ref:"
"`doc_introduction_to_the_buildsystem_target` for more details)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:92
#, fuzzy
msgid "``-d``, ``--debug``"
msgstr "``+`` ``-``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:92
msgid "Debug (local stdout debugger)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:94
msgid "``-b``, ``--breakpoints``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:94
msgid ""
"Breakpoint list as source::line comma-separated pairs, no spaces (use %%20 "
"instead)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:96
msgid "``--profiling``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:96
msgid "Enable profiling in the script debugger."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:98
msgid "``--remote-debug <address>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:98
msgid "Remote debug (``<host/IP>:<port>`` address)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:100
msgid "``--debug-collisions``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:100
msgid "Show collision shapes when running the scene."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:102
msgid "``--debug-navigation``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:102
msgid "Show navigation polygons when running the scene."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:104
msgid "``--frame-delay <ms>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:104
msgid "Simulate high CPU load (delay each frame by <ms> milliseconds)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:106
msgid "``--time-scale <scale>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:106
msgid "Force time scale (higher values are faster, 1.0 is normal speed)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:108
msgid "``--disable-render-loop``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:108
msgid ""
"Disable render loop so rendering only occurs when called explicitly from "
"script."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:110
msgid "``--disable-crash-handler``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:110
msgid "Disable crash handler when supported by the platform code."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:112
msgid "``--fixed-fps <fps>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:112
msgid ""
"Force a fixed number of frames per second. This setting disables real-time "
"synchronization."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:114
msgid "``--print-fps``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:114
msgid "Print the frames per second to the stdout."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:117
msgid "**Standalone tools**"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:122
msgid "``-s <script>``, ``--script <script>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:122
#, fuzzy
msgid "Run a script."
msgstr "Ein Skript hinzufügen"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:124
msgid "``--check-only``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:124
msgid "Only parse for errors and quit (use with ``--script``)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:126
msgid "``--export <target>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:126
msgid ""
"Export the project using the given export target. Export only main pack if "
"path ends with .pck or .zip (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:128
msgid "``--export-debug <target>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:128
msgid ""
"Like ``--export``, but use debug template (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:130
msgid "``--doctool <path>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:130
msgid ""
"Dump the engine API reference to the given <path> in XML format, merging if "
"existing files are found (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:132
msgid "``--no-docbase``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:132
msgid ""
"Disallow dumping the base types (used with ``--doctool``, :ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:134
msgid "``--build-solutions``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:134
msgid ""
"Build the scripting solutions (e.g. for C# projects, :ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:136
msgid "``--gdnative-generate-json-api``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:136
msgid ""
"Generate JSON dump of the Godot API for GDNative bindings (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:138
msgid "``--test <test>``"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:138
msgid ""
"Run a unit test. Use ``--help`` first to display the list of tests. (:ref:"
"`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:142
msgid "Path"
msgstr "Pfad"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:17
#: ../../docs/getting_started/editor/command_line_tutorial.rst:144
msgid ""
"It is recommended that your Godot binary be in your PATH environment "
"variable, so it can be executed easily from any place by typing ``godot``. "
@@ -41,114 +488,114 @@ msgid ""
"making sure it is called ``godot``."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:23
#: ../../docs/getting_started/editor/command_line_tutorial.rst:150
msgid "Setting the project path"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:25
#: ../../docs/getting_started/editor/command_line_tutorial.rst:152
msgid ""
"Depending on where your Godot binary is located and what your current "
"working directory is, you may need to set the path to your project for any "
"of the following commands to work correctly."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:29
#: ../../docs/getting_started/editor/command_line_tutorial.rst:156
msgid ""
"This can be done by giving the path to the ``project.godot`` file of your "
"project as either the first argument, like this:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:36
#: ../../docs/getting_started/editor/command_line_tutorial.rst:163
msgid "Or by using the ``--path`` argument:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:42
#: ../../docs/getting_started/editor/command_line_tutorial.rst:169
msgid ""
"For example, the full command for exporting your game (as explained below) "
"might look like this:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:49
#: ../../docs/getting_started/editor/command_line_tutorial.rst:176
msgid "Creating a project"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:52
#: ../../docs/getting_started/editor/command_line_tutorial.rst:179
msgid ""
"Creating a project from the command line can be done by navigating the shell "
"to the desired place and making a project.godot file."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:63
#: ../../docs/getting_started/editor/command_line_tutorial.rst:190
msgid "The project can now be opened with Godot."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:67
#: ../../docs/getting_started/editor/command_line_tutorial.rst:194
msgid "Running the editor"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:69
#: ../../docs/getting_started/editor/command_line_tutorial.rst:196
msgid ""
"Running the editor is done by executing Godot with the ``-e`` flag. This "
"must be done from within the project directory or a subdirectory, otherwise "
"the command is ignored and the project manager appears."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:77
#: ../../docs/getting_started/editor/command_line_tutorial.rst:204
msgid ""
"If a scene has been created and saved, it can be edited later by running the "
"same code with that scene as argument."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:85
#: ../../docs/getting_started/editor/command_line_tutorial.rst:212
msgid "Erasing a scene"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:87
#: ../../docs/getting_started/editor/command_line_tutorial.rst:214
msgid ""
"Godot is friends with your filesystem and will not create extra metadata "
"files. Use ``rm`` to erase a scene file. Make sure nothing references that "
"scene or else an error will be thrown upon opening."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:96
#: ../../docs/getting_started/editor/command_line_tutorial.rst:223
msgid "Running the game"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:98
#: ../../docs/getting_started/editor/command_line_tutorial.rst:225
msgid ""
"To run the game, simply execute Godot within the project directory or "
"subdirectory."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:105
#: ../../docs/getting_started/editor/command_line_tutorial.rst:232
msgid ""
"When a specific scene needs to be tested, pass that scene to the command "
"line."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:113
#: ../../docs/getting_started/editor/command_line_tutorial.rst:240
msgid "Debugging"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:115
#: ../../docs/getting_started/editor/command_line_tutorial.rst:242
msgid ""
"Catching errors in the command line can be a difficult task because they "
"just fly by. For this, a command line debugger is provided by adding ``-d``. "
"It works for running either the game or a simple scene."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:130
#: ../../docs/getting_started/editor/command_line_tutorial.rst:257
msgid "Exporting"
msgstr "Exportieren"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:132
#: ../../docs/getting_started/editor/command_line_tutorial.rst:259
msgid ""
"Exporting the project from the command line is also supported. This is "
"especially useful for continuous integration setups. The version of Godot "
"that is headless (server build, no video) is ideal for this."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:141
#: ../../docs/getting_started/editor/command_line_tutorial.rst:268
msgid ""
"The platform names recognized by the ``--export`` switch are the same as "
"displayed in the export wizard of the editor. To get a list of supported "
@@ -156,36 +603,36 @@ msgid ""
"and the full listing of platforms your configuration supports will be shown."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:147
#: ../../docs/getting_started/editor/command_line_tutorial.rst:274
msgid ""
"To export a debug version of the game, use the ``--export-debug`` switch "
"instead of ``--export``. Their parameters and usage are the same."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:151
#: ../../docs/getting_started/editor/command_line_tutorial.rst:278
msgid "Running a script"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:153
#: ../../docs/getting_started/editor/command_line_tutorial.rst:280
msgid ""
"It is possible to run a simple .gd script from the command line. This "
"feature is especially useful in large projects, for batch conversion of "
"assets or custom import/export."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:157
#: ../../docs/getting_started/editor/command_line_tutorial.rst:284
msgid "The script must inherit from SceneTree or MainLoop."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:159
#: ../../docs/getting_started/editor/command_line_tutorial.rst:286
msgid "Here is a simple example of how it works:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:170
#: ../../docs/getting_started/editor/command_line_tutorial.rst:297
msgid "And how to run it:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:177
#: ../../docs/getting_started/editor/command_line_tutorial.rst:304
msgid ""
"If no project.godot exists at the path, current path is assumed to be the "
"current working directory (unless ``-path`` is specified)."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -288,11 +288,21 @@ msgid ""
"matches the file name."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:216
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:214
msgid ""
"There are some methods such as ``Get()``/``Set()``, ``Call()``/"
"``CallDeferred()`` and signal connection method ``Connect()`` that rely on "
"Godot's ``snake_case`` API naming conventions. So when using e.g. "
"``CallDeferred(\"AddChild\")``, ``AddChild`` will not work because the API "
"is expecting the original ``snake_case`` version ``add_child``. However, you "
"can use any custom properties or methods without this limitation."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:222
msgid "Performance of C# in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:218
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:224
msgid ""
"According to some preliminary `benchmarks <https://github.com/cart/godot3-"
"bunnymark>`_, the performance of C# in Godot — while generally in the same "
@@ -303,11 +313,11 @@ msgid ""
"when talking to Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:232
msgid "Using NuGet packages in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:228
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:234
msgid ""
"`NuGet <https://www.nuget.org/>`_ packages can be installed and used with "
"Godot, as with any C# project. Many IDEs are able to add packages directly. "
@@ -315,7 +325,7 @@ msgid ""
"csproj`` file located in the project root:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:243
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:249
msgid ""
"Whenever packages are added or modified, run ``nuget restore`` in the root "
"of the project directory. To ensure that NuGet packages will be available "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -63,8 +63,8 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:36
msgid ""
"The ``as`` operator returns null if the node cannot be cast to Sprite, and "
"for that reason, it cannot be used with value types."
"The ``as`` operator returns ``null`` if the node cannot be cast to Sprite, "
"and for that reason, it cannot be used with value types."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:45

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:120
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:140
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:160
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:242
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:262
msgid "**Good**:"
msgstr "**Gut**:"
@@ -92,7 +92,7 @@ msgstr "**Gut**:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:127
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:147
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:170
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:250
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:270
msgid "**Bad**:"
msgstr "**Schlecht**:"
@@ -175,10 +175,20 @@ msgid "**NEVER**:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:189
msgid "Quotes"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:191
msgid ""
"Use double quotes unless single quotes make it possible to escape fewer "
"characters in a given string. See the examples below:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:209
msgid "Naming conventions"
msgstr "Benennungsrichtlinien"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:191
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:211
msgid ""
"These naming conventions follow the Godot Engine style. Breaking these will "
"make your code clash with the built-in naming conventions, which is ugly."
@@ -187,28 +197,28 @@ msgstr ""
"Nichtbeachtung wird dein Code mit den eingebauten Bennennungsrichtlinien "
"kollidieren, was hässlich ist."
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:196
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:216
msgid "Classes and nodes"
msgstr "Klassen und Nodes"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:198
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:218
msgid "Use PascalCase: ``extends KinematicBody``"
msgstr "Nutze PascalCase: ``extends KinematicBody``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:200
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:220
msgid "Also when loading a class into a constant or variable:"
msgstr ""
"Außerdem beim abspeichern einer Klasse in einer Konstante oder Variable:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:207
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:227
msgid "Functions and variables"
msgstr "Funktionen und Variablen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:209
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:229
msgid "Use snake\\_case: ``get_node()``"
msgstr "snake\\_case benutzen: ``get_node()``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:211
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:231
msgid ""
"Prepend a single underscore (\\_) to virtual methods (functions the user "
"must override), private functions, and private variables: ``func _ready()``"
@@ -217,19 +227,19 @@ msgstr ""
"private Funktionen und private Variablen mit führendem Unterstrich: ``func "
"_ready()``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:216
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:236
msgid "Signals"
msgstr "Signale"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:218
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:238
msgid "Use past tense:"
msgstr "Vergangenheitsform benutzen:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:226
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:246
msgid "Constants"
msgstr "Konstanten"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:228
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:248
msgid ""
"Use CONSTANT\\_CASE, all caps, with an underscore (\\_) to separate words: "
"``const MAX_SPEED = 200``"
@@ -237,35 +247,35 @@ msgstr ""
"Verwende CONSTANT\\_CASE, alles in Großbuchstaben, mit einem Unterstrich "
"zur Worttrennung: ``const MAX_SPEED = 200``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:232
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:252
#, fuzzy
msgid "Static typing"
msgstr "Statische Funktionen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:234
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:254
msgid ""
"Since Godot 3.1, GDScript supports :ref:`optional static "
"typing<doc_gdscript_static_typing>`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:237
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:257
#, fuzzy
msgid "Type hints"
msgstr "Typen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:239
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:259
msgid ""
"Place the colon right after the variable's name, without a space, and let "
"the GDScript compiler infer the variable's type when possible."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:258
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:278
msgid ""
"When you let the compiler infer the type hint, write the colon and equal "
"signs together: ``:=``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:264
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:284
msgid ""
"Add a space on either sides of the return type arrow when defining functions."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -492,10 +492,10 @@ msgstr "Bedingung"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:333
msgid ""
"This is a simple node that checks a bool port. If true, it will go via the "
"\"true\" sequence port. If false, the second. After going for either of "
"them, it goes via the \"done\" port. Leaving sequence ports disconnected is "
"fine if not all of them are used."
"This is a simple node that checks a bool port. If ``true``, it will go via "
"the \"true\" sequence port. If ``false``, the second. After going for either "
"of them, it goes via the \"done\" port. Leaving sequence ports disconnected "
"is fine if not all of them are used."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:339

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -448,7 +448,6 @@ msgstr ""
"Dateien:"
#: ../../docs/getting_started/step_by_step/exporting.rst:274
#, fuzzy
msgid ""
"Viewing the `.html` file in your browser lets you play the game. However, "
"you can't open the file directly, it needs to be served by a web server. If "
@@ -459,7 +458,7 @@ msgstr ""
"spielen. Du kannst die Datei jedoch nicht direkt öffnen. Sie muss von einem "
"Webserver bereitgestellt werden. Wenn Du noch keinen Webserver auf Deinem "
"Computer eingerichtet hast, kannst Du z.B. mit einer Suchmaschine "
"Anleitungen dazu für Dein Betriebssystem finden."
"Anleitungen für Dein Betriebssystem dazu finden."
#: ../../docs/getting_started/step_by_step/exporting.rst:279
msgid ""
@@ -467,9 +466,9 @@ msgid ""
"have to wait a few moments while the game loads before you see the start "
"screen."
msgstr ""
"Öffne die URL in Deinem Browser, unter der Du die HTML-Datei abgelegt hast. "
"Möglicherweise musst Du einige Sekunden warten, bis das Spiel geladen ist, "
"bevor Du den Startbildschirm siehst."
"Öffnen Sie die URL in Ihrem Browser, unter der Sie die HTML-Datei abgelegt "
"haben. Möglicherweise müssen Sie einige Sekunden warten, bis das Spiel "
"geladen ist, bevor der Startbildschirm erscheint."
#: ../../docs/getting_started/step_by_step/exporting.rst:284
msgid ""
@@ -482,7 +481,6 @@ msgstr ""
"mit Debuggen\" deaktivierst."
#: ../../docs/getting_started/step_by_step/exporting.rst:287
#, fuzzy
msgid ""
"While WASM is supported in all major browsers, it is still an emerging "
"technology and you may find some things that don't work. Make sure you have "
@@ -490,8 +488,8 @@ msgid ""
"find at the `Godot Github repository <https://github.com/godotengine/godot/"
"issues>`_."
msgstr ""
"Die Browserunterstützung für WASM ist nicht sehr weit verbreitet. Firefox "
"und Chrome unterstützen beide, aber möglicherweise funktioniert nicht alles. "
"Stelle sicher, dass Du Deinen Browser auf die neueste Version aktualisiert "
"hast, und melde alle Fehler, die Du gefunden hast an `Godot Github "
"Repository <https://github.com/godotengine/godot/issues>`_."
"Die Browserunterstützung für WASM ist nicht sehr weit verbreitet. Da es sich "
"immer noch im Entwicklungsstadium befindet, funktioniert möglicherweise "
"nicht alles. Stelle sicher, dass Deinen Browser auf die neueste Version "
"aktualisiert wurde, und melde alle Fehler, die Du gefunden hast an `Godot "
"Github Repository <https://github.com/godotengine/godot/issues>`_."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -279,7 +279,6 @@ msgstr ""
"von Grund auf entwickelt."
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:115
#, fuzzy
msgid ""
"Anyone can plug in proprietary tools for the needs of their projects — they "
"just wont ship with the engine. This may include Google AdMob, or FMOD. Any "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -194,7 +194,6 @@ msgstr ""
"basieren, betreffen alle Änderungen in dieser Szene auch alle Instanzen."
#: ../../docs/getting_started/step_by_step/instancing.rst:107
#, fuzzy
msgid ""
"You can also adjust individual instances. Set the bounce value back to ``0`` "
"and then in the ``Main`` scene, select one of the instanced balls. Resources "
@@ -202,9 +201,12 @@ msgid ""
"to make it unique. Click on the down arrow and select \"Make Unique\". Set "
"its ``Bounce`` to ``1`` and press \"Play\"."
msgstr ""
"Du kannst auch einzelne Instanzen anpassen. Setze den `Bounce` Wert zurück "
"auf ``0`` und gehe dann in die ``Main`` Szene. Wähle einen instanziierten "
"Ball aus und setze dessen ``Bounce`` Wert auf ``1``. Drücke danach auf "
"Es können auch einzelne Instanzen angepasst werden. Setze dazu den `Bounce` "
"Wert zurück auf ``0`` und gehe dann in die ``Main`` Szene. Wähle einen "
"instanziierten Ball aus und setze dessen ``Bounce`` Wert auf ``1``. "
"Resourcen wie ``PhysicsMaterial`` werden zwischen verschiedenen Instanzen "
"geteilt, deshalb wollen wir sie einzigartig machen. Drücke dazu auf den "
"Pfeil nach unten und wähle \"Einzigartig machen\" aus. Drücke danach auf "
"\"Starten\"."
#: ../../docs/getting_started/step_by_step/instancing.rst:115

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -61,7 +61,6 @@ msgid "|image1|"
msgstr "|image1|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:23
#, fuzzy
msgid ""
"From the **Templates** tab you can download open source project templates "
"and demos to help you get started faster. Just select the template or demo "
@@ -69,7 +68,9 @@ msgid ""
"choose where you want the project to go."
msgstr ""
"Aus dem **Vorlagen**-Tab kannst Du öffentliche Projektvorlagen und Demos "
"herunterladen, die Dir einen schnelleren Einstieg ermöglichen."
"herunterladen, die Dir einen schnelleren Einstieg ermöglichen. Wähle dazu "
"die zu herunterladene Projektvorlage oder Demo aus, drücke auf "
"Herunterladen, und, sobald es fertig ist, wähle den Instalationsort aus."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:28
msgid "|image2|"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -210,14 +210,13 @@ msgstr ""
"ihrer Projekte."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:88
#, fuzzy
msgid ""
"To create a new project, click the \"New Project\" option. Choose and create "
"a path for the project and specify the project name."
msgstr ""
"Um ein neues Projekt anzulegen, klicke auf die Schaltfläche \"Neues Projekt"
"\". Wähle und erstelle einen Verzeichnispfad für das Spiel und gib den "
"Projektnamen \"Neues Projekt\" ein:"
"Projektnamen ein."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:91
msgid ""
@@ -227,6 +226,11 @@ msgid ""
"details. Note that you can change the backend from the project settings if "
"you change your mind later on. For this tutorial either backend is fine."
msgstr ""
"Du kannst auch das grafische Backend (OpenGL ES 3.0 oder OpenGL ES 2.0) "
"festlegen. Die Vor- und Nachteile der beiden Optionen sind dort ebenfalls "
"aufgelistet, eine detaillierte Liste findest Du unter :ref:"
"`doc_gles2_gles3_differences`. Du kannst diese Einstellung später jederzeit "
"ändern. Für dieses Tutorial spielt diese Einstellung keine Rolle."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:100
msgid "Editor"
@@ -259,6 +263,12 @@ msgid ""
"chosen node as a child of the currently selected node (or, in an empty "
"scene, as the \"root\" node)."
msgstr ""
"Um dies zu erreichen, müssen wir eine \"Label\"-Node hinzufügen. Clicke "
"dafür den \"Node hier anhängen\"-Button (Plus-Symbol) oben links im \"Szene"
"\"-Fenster. Dieser Button ist die Haupt-Methode, um neue Nodes zu einer "
"Szene hinzuzufügen. Die Node wird immer eine Kind-Node der aktuell "
"ausgewählten Node sein. Wenn keine Node ausgewählt ist, wird die neue Node "
"ein Kind der Haupt (\"root\")-Node."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:120
msgid ""
@@ -269,6 +279,14 @@ msgid ""
"pressing the \"Add Child Node\" button). You can also press the star-shaped "
"icon to toggle the display of your favorited nodes."
msgstr ""
"In einer leeren Szene (ohne Haupt [\"root\"]-Node) zeigt das Szenen-Fenster "
"verschiedene Optionen für eine Haupt-Node an. \"2D Szene\" fügt eine Node2D-"
"Node hinzu, \"3D Szene\" fügt eine Spatial-Node hinzu, "
"\"Benutzerschnittstelle\" fügt eine Control-Node hinzu und \"Selbst-"
"erstellte Node\" lässt dich eine beliebige Node auswählen (entspricht dem "
"Plus-Button oben links im Szenen-Fenster). Der Stern-Button zeigt deine Node-"
"Favoriten an, damit du sie direkt als \"Selbst-erstellte Node\" benutzen "
"kannst."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:128
msgid ""
@@ -277,6 +295,11 @@ msgid ""
"its root node, likewise not every GUI or 2D scene needs a Control node or "
"Node2D as their root node."
msgstr ""
"Beachte, dass diese Voreinstellungen hier der Einfachheit halber aufgeführt "
"sind und für die verschiedenen Szenentypen nicht zwingend erforderlich sind. "
"Nicht jede 3D-Szene benötigt eine Spatial-Node als Haupt-Node, ebenso wenig "
"wie jede GUI- oder 2D-Szene eine Control-Node oder Node2D als Haupt-Node "
"braucht."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:133
msgid ""
@@ -284,6 +307,10 @@ msgid ""
"button or the Add Node button at the top. In scenes that aren't empty you "
"use the add node button to create every child node."
msgstr ""
"Um nun einen Label-Knoten zu dieser Szene hinzuzufügen, kannst Du auf die "
"Schaltfläche Custom Node oder den Plus-Button oben links klicken. In Szenen, "
"die nicht leer sind, verwendst Du die Schaltfläche Node hinzufügen, um "
"Unternodes zu erstellen."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:139
msgid ""
@@ -357,7 +384,6 @@ msgstr ""
"\"Hello.tscn\" in \"Szene\" -> \"Szene speichern\" ab:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:179
#, fuzzy
msgid ""
"And here's when something funny happens. The file dialog is a special file "
"dialog, and only allows you to save inside the project. The project root is "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -315,7 +315,7 @@ msgstr "Label"
#: ../../docs/getting_started/step_by_step/scripting.rst:113
msgid "Button"
msgstr "Taste, Knopf (Button)"
msgstr "Knopf"
#: ../../docs/getting_started/step_by_step/scripting.rst:115
msgid "The scene tree should look like this:"
@@ -486,42 +486,18 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:204
msgid ""
"In the bottom-left are the key things you need to create a connection: a "
"node which implements the method you want to trigger (represented here as a "
"NodePath) and the name of the method to trigger."
"The top of the dialogue displays a list of your scene's nodes with the "
"emitting node's name highlighted in blue. Select the \"Panel\" node here."
msgstr ""
"Unten links siehst Du die wichtigsten Elemente, die Du zum Erstellen einer "
"Verbindung benötigst einen Node, der die Methode implementiert, die Du "
"auslösen möchtest (hier \"Pfad zum Node\") und den Namen der Methode, die "
"ausgelöst werden soll."
#: ../../docs/getting_started/step_by_step/scripting.rst:208
#: ../../docs/getting_started/step_by_step/scripting.rst:207
msgid ""
"The top-left section displays a list of your scene's nodes with the emitting "
"node's name highlighted in red. Select the \"Panel\" node here. When you "
"select a node, the NodePath at the bottom will automatically update to point "
"to a relative path from the emitting node to the selected node."
"The bottom of the dialogue shows the name of the method that will be "
"created. By default, the method name will contain the emitting node's name "
"(\"Button\" in this case), resulting in ``_on_[EmitterNode]_[signal_name]``."
msgstr ""
"Im oberen linken Bereich wird eine Liste der Nodes Deiner Szene angezeigt, "
"wobei der Name der Signalquelle (Node) in Rot hervorgehoben ist. Wähle hier "
"den Node \"Panel\" aus. Nach der Auswahl des Nodes wird der \"Pfad zum Node"
"\" automatisch auf den relativen Pfad von der Signalquelle zum ausgewählten "
"Node aktualisiert."
#: ../../docs/getting_started/step_by_step/scripting.rst:213
#, fuzzy
msgid ""
"By default, the method name will contain the emitting node's name (\"Button"
"\" in this case), resulting in ``_on_[EmitterNode]_[signal_name]``. If you "
"do have the \"Make Function\" check button checked, then the editor will "
"generate the function for you before setting up the connection."
msgstr ""
"Standardmäßig enthält der Methodenname den Namen des sendenden Nodes (in "
"diesem Fall \"Button\" ), was zu \"_on_[EmitterNode]_[signal_name]\" führt. "
"Wenn Du die Schaltfläche \"Funktion erstellen\" aktiviert hast, erstellt der "
"Editor die Funktion für Dich, bevor die Verbindung hergestellt wird."
#: ../../docs/getting_started/step_by_step/scripting.rst:218
#: ../../docs/getting_started/step_by_step/scripting.rst:211
msgid ""
"And that concludes the guide on how to use the visual interface. However, "
"this is a scripting tutorial, so for the sake of learning, let's dive into "
@@ -531,7 +507,7 @@ msgstr ""
"abgeschlossen. Da dies jedoch eine Skripting-Anleitung ist, tauchen wir nun "
"in den manuellen Prozess ein!"
#: ../../docs/getting_started/step_by_step/scripting.rst:222
#: ../../docs/getting_started/step_by_step/scripting.rst:215
msgid ""
"To accomplish this, we will introduce a function that is probably the most "
"used by Godot programmers: :ref:`Node.get_node() "
@@ -544,7 +520,7 @@ msgstr ""
"von Nodes an einer beliebigen Stelle in der Szene, relativ zu dem Node, dem "
"das Skript gehört."
#: ../../docs/getting_started/step_by_step/scripting.rst:227
#: ../../docs/getting_started/step_by_step/scripting.rst:220
msgid ""
"For the sake of convenience, delete everything underneath ``extends Panel``. "
"You will fill out the rest of the script manually."
@@ -552,7 +528,7 @@ msgstr ""
"Einfachheitshalber lösche alles unterhalb von ``extends Panel``. Wir werden "
"den Rest des Skriptes manuell ausfüllen."
#: ../../docs/getting_started/step_by_step/scripting.rst:230
#: ../../docs/getting_started/step_by_step/scripting.rst:223
msgid ""
"Because the Button and Label are siblings under the Panel where the script "
"is attached, you can fetch the Button by typing the following underneath the "
@@ -562,13 +538,13 @@ msgstr ""
"dieses Skript angefügt ist, ist es möglich den \"Button\" zu finden indem "
"folgendes unter die ``_ready()``-Funktion hinzugefügt wird:"
#: ../../docs/getting_started/step_by_step/scripting.rst:247
#: ../../docs/getting_started/step_by_step/scripting.rst:240
msgid "Next, write a function which will be called when the button is pressed:"
msgstr ""
"Als nächstes schreibe eine Funktion welche aufgerufen wird, wenn auf die "
"Schaltfläche von \"Button\" geklickt wird:"
#: ../../docs/getting_started/step_by_step/scripting.rst:262
#: ../../docs/getting_started/step_by_step/scripting.rst:255
msgid ""
"Finally, connect the button's \"pressed\" signal to ``_ready()`` by using :"
"ref:`Object.connect() <class_Object_method_connect>`."
@@ -577,22 +553,22 @@ msgstr ""
"() ``, indem Du :ref:`Object.connect () <class_Object_method_connect>` "
"verwendest."
#: ../../docs/getting_started/step_by_step/scripting.rst:278
#: ../../docs/getting_started/step_by_step/scripting.rst:271
msgid "The final script should look like this:"
msgstr "Das endgültige Skript sollte wie folgt aussehen:"
#: ../../docs/getting_started/step_by_step/scripting.rst:311
#: ../../docs/getting_started/step_by_step/scripting.rst:304
msgid ""
"Run the scene and press the button. You should get the following result:"
msgstr ""
"Starte die Szene und klick auf die Schaltfläche. Dies sollte zu folgenden "
"Ergebnis führen:"
#: ../../docs/getting_started/step_by_step/scripting.rst:315
#: ../../docs/getting_started/step_by_step/scripting.rst:308
msgid "Why, hello there! Congratulations on scripting your first scene."
msgstr "Oh, immer noch hier? Glückwunsch zum Skripten der ersten Szene."
#: ../../docs/getting_started/step_by_step/scripting.rst:319
#: ../../docs/getting_started/step_by_step/scripting.rst:312
msgid ""
"A common misunderstanding regarding this tutorial is how ``get_node(path)`` "
"works. For a given node, ``get_node(path)`` searches its immediate children. "
@@ -606,13 +582,13 @@ msgstr ""
"\"Button\" stattdessen ein untergeordnetes Element von \"Label\" wäre, dann "
"müsste der Funktionsaufruf folgendermaßen abgeändert werden:"
#: ../../docs/getting_started/step_by_step/scripting.rst:337
#: ../../docs/getting_started/step_by_step/scripting.rst:330
msgid "Also, remember that nodes are referenced by name, not by type."
msgstr ""
"Des Weiteren beachte, das Nodes über den Namen referenziert werden und nicht "
"über den Typ."
#: ../../docs/getting_started/step_by_step/scripting.rst:341
#: ../../docs/getting_started/step_by_step/scripting.rst:334
msgid ""
"The right-hand panel of the connect dialogue is for binding specific values "
"to the connected function's parameters. You can add and remove values of "
@@ -622,7 +598,7 @@ msgstr ""
"Parameter der verbundenen Funktion gebunden. Du kannst Werte verschiedener "
"Typen hinzufügen und entfernen."
#: ../../docs/getting_started/step_by_step/scripting.rst:345
#: ../../docs/getting_started/step_by_step/scripting.rst:338
msgid ""
"The code approach also enables this with a 4th ``Array`` parameter that is "
"empty by default. Feel free to read up on the ``Object.connect`` method for "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -61,16 +61,15 @@ msgstr ""
"Diese Methode wird jedesmal aufgerufen, wenn ein Bild gezeichnet wurde:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:36
#, fuzzy
msgid ""
"It's important to bear in mind that the frequency with which ``_process()`` "
"will be called depends on how many frames per second (FPS) your application "
"is running at. This rate can vary over time and devices."
msgstr ""
"Es ist wichtig im Hinterkopf zu behalten, dass die Häufigkeit in der die "
"``_process()`` Methode aufgerufen wird, davon abhängt, mit wie vielen Frames "
"pro Sekunde (FPS) die Anwendung läuft. Diese Rate kann auf verschiedenen "
"Geräten oder auch über Zeit variieren."
"``_process()`` Methode aufgerufen wird, davon abhängt, mit wie vielen "
"Bildern pro Sekunde (FPS) die Anwendung läuft. Diese Rate kann auf "
"verschiedenen Geräten oder auch über Zeit variieren."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:40
msgid ""
@@ -144,17 +143,17 @@ msgid "Groups"
msgstr "Gruppen"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:90
#, fuzzy
msgid ""
"Groups in Godot work like tags you might have come across in other software. "
"A node can be added to as many groups as desired. This is a useful feature "
"for organizing large scenes. There are two ways to add nodes to groups. The "
"first is from the UI, using the Groups button under the Node panel:"
msgstr ""
"Eine nützliche Funktion zur Organisation großer Szenen ist es, Nodes zu "
"Gruppen zusammenzufassen. Ein Node kann beliebig vielen Gruppen hinzugefügt "
"werden. Es gibt zwei Wege dies zu tun: Zum einen über die Benutzeroberfläche "
"mit Hilfe der 'Gruppen'-Schaltfläche im Node Panel:"
"Gruppen in Godot funktionieren wie Tags, auf die Sie in anderen Softwares "
"gestoßen sein könnten. Ein Knoten kann beliebig vielen Gruppen hinzugefügt "
"werden. Dies ist eine nützliche Funktion zum Organisieren großer Szenen. Es "
"gibt zwei Möglichkeiten, Knoten zu Gruppen hinzuzufügen. Die erste ist über "
"die Benutzeroberfläche über den Gruppenknopf unter dem Knotenpanel:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:97
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -72,7 +72,6 @@ msgid "Timer example"
msgstr "Timer Beispiel"
#: ../../docs/getting_started/step_by_step/signals.rst:26
#, fuzzy
msgid ""
"To see how signals work, let's try using a :ref:`Timer <class_Timer>` node. "
"Create a new scene with a Node2D and two children: a Timer and a :ref:"
@@ -80,9 +79,8 @@ msgid ""
msgstr ""
"Um zu sehen, wie Signale funktionieren, benutzen wir einen :ref:`Timer "
"<class_Timer>` Node. Erstelle eine neue Szene mit einem Node und zwei "
"Unterelementen: einem \"Timer\" und einem :ref:`Sprite <class_Sprite>`. Du "
"kannst das Godot-Icon für die Sprite-Textur oder ein anderes Bild, das Dir "
"gefällt, verwenden."
"Unterelementen: einem \"Timer\" und einem :ref:`Sprite <class_Sprite>`. "
"Bennen Node2D im Szenendock zu TimerExample."
#: ../../docs/getting_started/step_by_step/signals.rst:30
msgid ""
@@ -124,32 +122,26 @@ msgstr ""
"ausgegeben, wenn der Timer \"0\" erreicht."
#: ../../docs/getting_started/step_by_step/signals.rst:49
#, fuzzy
msgid ""
"Click on the \"timeout()\" signal and click \"Connect...\" at the bottom of "
"the signals panel. You'll see the following window, where you can define how "
"you want to connect the signal:"
msgstr ""
"Klick auf das \"timeout()\" Signal und danach auf \"Verbinden...\". Auf dem "
"folgenden Fenster kannst du definieren wie das Signal verbunden werden "
"soll:\n"
"\n"
"Klicke auf das Signal \"timeout()\" und klicke danach auf \"Verbinden...\". "
"Im folgenden Fenster kannst Du definieren, wie Du das Signal verbinden "
"möchtest:"
"Klicke auf das Signal \"timeout()\" und klicke danach unten im Signalpanel "
"auf \"Verbinden...\". Im folgenden Fenster kann definiert werden, wie das "
"Signal verbunden werden soll:"
#: ../../docs/getting_started/step_by_step/signals.rst:55
#, fuzzy
msgid ""
"On the left side, you'll see the nodes in your scene and can select the node "
"that you want to \"listen\" for the signal. Note that the Timer node is "
"blue, this is a visual indication that it's the node that is emitting the "
"signal. Select the root node."
msgstr ""
"Auf der linken Seite siehst Du die Nodes in Deiner Szene. Du kannst den Node "
"Auf der linken Seite sind die Nodes in Deiner Szene. Dort kannst du den Node "
"auswählen, auf den das Signal \"hören\" soll. Beachte, dass der Timer-Node "
"rot ist. Dies ist *kein* Fehler, sondern ein visueller Hinweis darauf, dass "
"der Node das Signal aussendet. Wähle den Wurzel-Node aus."
"blau ist. Dies ist ein visueller Hinweis darauf, dass der Node das Signal "
"aussendet. Wähle den Wurzel-Node aus."
#: ../../docs/getting_started/step_by_step/signals.rst:60
msgid ""
@@ -160,7 +152,6 @@ msgstr ""
"Fehlermeldung angezeigt."
#: ../../docs/getting_started/step_by_step/signals.rst:63
#, fuzzy
msgid ""
"On the bottom of the window is a field labeled \"Receiver Method\". This is "
"the name of the function in the target node's script that you want to use. "
@@ -169,7 +160,7 @@ msgid ""
msgstr ""
"Am unteren Rand des Fensters befindet sich ein Feld mit der Bezeichnung "
"\"Methode im Node\". Dies ist der Name der Funktion im Skript des Ziel-"
"Nodes, die Du verwenden möchten. Standardmäßig erstellt Godot diese Funktion "
"Nodes, die verwendt werden soll. Standardmäßig erstellt Godot diese Funktion "
"mit der Namenskonvention ``_on_<node_name>_<signal_name>``, aber Du kannst "
"sie ändern, wenn Du möchtest."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -121,8 +121,8 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:73
msgid ""
"If the \"Enable\" column is checked (default true) then the singleton can "
"simply be accessed directly:"
"If the \"Enable\" column is checked (default ``true``) then the singleton "
"can simply be accessed directly:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:86

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -399,7 +399,6 @@ msgstr ""
"entziehen wir dem Count-MarginContainer die Kontrolle"
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:182
#, fuzzy
msgid ""
"Select the ``Title`` and in the Inspector, change its ``Stretch Mode`` "
"property to ``Keep Centered``. Next find the ``Rect`` category in the "
@@ -412,17 +411,17 @@ msgid ""
"Resize the node horizontally, so it takes the right half of the "
"``Background`` and there's a bit of padding with the right edge."
msgstr ""
"Wähle den ``Title`` und ändere seine Eigenschaft ``Stretch Mode`` im "
"Inspektor zu ``Keep Centered``. Finde danach die Kategorie ``Rect`` im "
"Inspektor und ändere die Eigenschaft ``Size`` zu (50, 40), damit er nur die "
"linke Hälfte des Hintergrunds einnimmt. Wähle als nächstes den Node "
"``Number`` aus. Klicke im Hauptfenster das ``Layout``-Menü an und klicke auf "
"``Full Rect``. Die Größe des Nodes ändert sich und passt seine Größe dem "
"``Background`` an. Gehe zum Inspector und ändere seine Eigenschaft ``Align`` "
"zu ``Right`` und ``VAlign`` zu ``Center``. Der Text sollte in der Mitte des "
"rechten Randes von ``Background`` einrasten. Ändere die Breite des Nodes, "
"damit er die rechte Hälfte des ``Background`` einnimmt und am rechten Rand "
"noch etwas Raum bleibt."
"Wählen Sie den ``Title`` und änderen Sie seine Eigenschaft ``Stretch Mode`` "
"im Inspektor zu ``Keep Centered``. Finden Sie danach die Kategorie ``Rect`` "
"im Inspektor und änderen Sie die Eigenschaft ``Size`` zu (50, 40), damit er "
"nur die linke Hälfte des Hintergrunds einnimmt. Wählen Sie als nächstes den "
"Node ``Number`` aus. Klicken Sie im Hauptfenster das ``Layout``-Menü an und "
"klicken auf ``Full Rect``. Die Größe des Nodes ändert sich und passt seine "
"Größe dem ``Background`` an. Gehen Sie zum Inspector und ändere seine "
"Eigenschaft ``Align`` zu ``Right`` und ``VAlign`` zu ``Center``. Der Text "
"sollte in der Mitte des rechten Randes von ``Background`` einrasten. "
"Änderen Sie nun die Breite des Nodes, damit er die rechte Hälfte des "
"``Background`` einnimmt und am rechten Rand noch etwas Raum bleibt."
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:195
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -22,7 +22,6 @@ msgid "Design interfaces with the Control nodes"
msgstr "Gestaltung von Benutzeroberflächen mit den Kontroll-Nodes"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:6
#, fuzzy
msgid ""
"Computer displays, mobile phones, and TV screens come in all shapes and "
"sizes. To ship a game, you'll need to support different screen ratios and "
@@ -31,15 +30,11 @@ msgid ""
"responsive User Interface."
msgstr ""
"Monitore, Displays und Fernseher existieren in allen Formen und Größen. Um "
"ein Spiel zu veröffentlichen, musst Du verschiedene "
"ein Spiel zu veröffentlichen, muss es verschiedene "
"Bildschirmseitenverhältnisse und -auflösungen unterstützen. Es kann "
"schwierig sein adaptive Benutzeroberflächen zu erstellen, welche sich an "
"alle Plattformen anpassen. Glücklicherweise kommt Godot mit robusten "
"Werkzeugen, um adaptive Benutzeroberflächen zu gestalten und zu verwalten. "
"Um deine Benutzeroberfläche zu gestalten wirst du Control-Nodes verwenden. "
"Dies sind die Nodes mit dem grünen Symbol im Editor. Es gibt dutzende von "
"ihnen, um alles vom Lebensbalken bis zur komplexen Anwendungen zu kreieren. "
"Der gesamte Godot Editor und Plugins dafür nutzen diese Nodes."
"Werkzeugen, um adaptive Benutzeroberflächen zu gestalten und zu verwalten."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:14
msgid "Godot's editor is made with the engine's UI framework"
@@ -70,7 +65,6 @@ msgstr ""
"verwendest"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:22
#, fuzzy
msgid ""
"The five most common containers (you can learn more about containers in the :"
"ref:`GUI Containers <doc_gui_containers>` documentation page)."
@@ -341,7 +335,6 @@ msgstr ""
"begrenzen."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:131
#, fuzzy
msgid ""
"To animate the bar, you'll want to look at the Range section. Set the "
"``Min`` and ``Max`` properties to define the range of the gauge. For "
@@ -351,9 +344,9 @@ msgid ""
"the default of ``0`` and ``100,`` and set the ``Value`` property to ``40``, "
"40% of the ``Progress`` texture will show up, and 60% of it will stay hidden."
msgstr ""
"Um den Balken zu animieren, wirf einen Blick auf die Range Sektion. Setze "
"die ``Min`` und ``Max`` Eigenschaften um die Reichweite der Skala zu "
"definieren. Um Beispielsweise einen Lebensbalken darzustellen, möchtest du "
"Um den Balken zu animieren, wirf einen Blick auf die \"Range\" Sektion. "
"Setze die ``Min`` und ``Max`` Eigenschaften um die Länge der Skala zu "
"definieren. Um Beispielsweise einen Lebensbalken darzustellen, sollest du "
"``Min`` auf ``0,`` und ``Max`` auf die maximalen Leben des Charakters "
"setzen. Ändere die ``Value`` Eigenschaft um den Balken zu aktualisieren. "
"Wenn du ``Min`` und ``Max`` auf ihren Werten ``1`` und ``100`` lässt, und "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -31,20 +31,23 @@ msgstr ""
"erstellen:"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:9
msgid "A main menu"
#, fuzzy
msgid "A main menu."
msgstr "Ein Hauptmenü"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:10
msgid "A game UI with a health bar, energy bar, bomb and money counters"
#, fuzzy
msgid "A game UI with a health bar, energy bar, bomb and money counters."
msgstr ""
"Die Benutzeroberfläche eines Spiels, mit Lebensbalken, Energiebalken, "
"Bomben- und Geldzähler"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:12
#, fuzzy
msgid ""
"You will learn how to design game UIs efficiently, and how to use Godot's "
"Control nodes. This page focuses on the visual part: everything you do from "
"the editor. To learn how to code a life bar, read :doc:`ui_code_a_life_bar`"
"the editor. To learn how to code a life bar, read :doc:`ui_code_a_life_bar`."
msgstr ""
"Du wirst lernen wie man die Benutzeroberfläche eines Spiels effizient "
"gestaltet, und wie man Godots Control Nodes verwendet. Diese Seite "
@@ -53,7 +56,8 @@ msgstr ""
"`ui_code_a_life_bar`"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:20
msgid "The GUI you're going to create"
#, fuzzy
msgid "The GUI you're going to create."
msgstr "Die graphische Benutzeroberfläche die du erstellen wirst"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:22
@@ -71,16 +75,19 @@ msgstr ""
"main_menu``` Ordner."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:30
#, fuzzy
msgid ""
"Read the :doc:`ui_introduction_to_the_ui_system` first to learn how Godots "
"UI system works"
"UI system works."
msgstr ""
"Lesen Sie zuerst das :doc:`ui_introduction_to_the_ui_system`, um zu "
"erfahren, wie das UI-System von Godot funktioniert"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:33
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:34
msgid "How to design your game UI"
msgstr "Wie du die Benutzeroberfläche deines Spiels gestaltest"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:35
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:36
msgid ""
"To design a good UI, you want to come up with a rough mockup first: a plain "
"drawing version that focuses on the placement of your UI components, their "
@@ -99,11 +106,11 @@ msgstr ""
"möchtest sicherstellen das die Spieler sich mit den Platzhaltern in der "
"Oberfläche zurecht finden."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:45
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:46
msgid "The UI's rough plan or mockup"
msgstr "Das grobe Modell oder der Plan für die Benutzeroberfläche"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:47
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:48
msgid ""
"Placeholder doesn't have to mean ugly, but you should keep the graphics "
"simple and clean. Avoid special effects, animation, and detailed "
@@ -114,21 +121,23 @@ msgstr ""
"detaillierte Illustrationen bevor Spieler deine Benutzeroberfläche getestet "
"haben. Ansonsten:"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:51
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:52
#, fuzzy
msgid ""
"The graphics might skew the players' perception of the experience and you'll "
"miss out on valuable feedback"
"miss out on valuable feedback."
msgstr ""
"Die Graphik könnte die Wahrnehmung des Spielers verzerren und du verpasst "
"wertvolle Rückmeldungen"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:53
msgid "If the User Experience doesn't work, you'll have to redo some sprites"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:54
#, fuzzy
msgid "If the User Experience doesn't work, you'll have to redo some sprites."
msgstr ""
"Wenn die Benutzer Erfahrung nicht funktioniert, musst du einige Sprites neu "
"anfertigen"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:57
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:58
msgid ""
"Always try to make the interface work with simple text and boxes first. It's "
"easy to replace the textures later. Professional UX designers often work "
@@ -143,28 +152,30 @@ msgstr ""
"einfach die Benutzeroberflächen Elemente richtig zu positionieren. Es hilft "
"dir die Gestaltungsbasis zu verbessern, auf der du aufbaust."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:64
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:65
msgid "There are two ways to design your UI in Godot. You can:"
msgstr ""
"Es gibt zwei Wege deine Benutzeroberfläche in Godot zu gestalten. Du kannst:"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:66
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:67
#, fuzzy
msgid ""
"Build it all in a single scene, and eventually save some branches as "
"reusable scenes"
"reusable scenes."
msgstr ""
"Alles in einer einzigen Szene erstellen, und möglicherweise einige Zweige "
"als wiederverwendbare Szenen speichern"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:68
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:69
#, fuzzy
msgid ""
"Build template scenes for reusable components and create specific components "
"that inherit from your base scenes"
"that inherit from your base scenes."
msgstr ""
"Vorlagen Szenen für wiederverwendbare Komponente gestalten und spezifische "
"Komponente erstellen die von diesen Vorlagen abstammen"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:71
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:72
msgid ""
"We will use the first approach, because the first version of your UI may not "
"work as well as youd like. Youre likely to throw parts away and redesign "
@@ -177,19 +188,20 @@ msgstr ""
"überarbeiten. Wenn du dir sicher bist, dass alles funktioniert, kannst du "
"sie ganz einfach wiederverwendbar machen, wie unten gezeigt."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:78
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:79
#, fuzzy
msgid ""
"The files you'll find in Godot. The graphics look cleaner than on the rough "
"design, but they're still placeholders"
"design, but they're still placeholders."
msgstr ""
"Die Dateien findest du in Godot. Die Graphik sieht sauberer als beim groben "
"Entwurf aus, aber sie ist immernoch lediglich ein Platzhalter"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:82
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:83
msgid "Design the main menu"
msgstr "Entwerfe das Hauptmenü"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:84
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:85
msgid ""
"Before we jump into the editor, we want to plan how we'll nest containers "
"based on our mockup image."
@@ -197,41 +209,44 @@ msgstr ""
"Bevor wir in den Editor einsteigen, wollen wir planen, wie wir Container "
"nach unserer Vorlage verschachteln werden."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:88
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:280
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:89
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:282
msgid "Break down the UI mockup"
msgstr "Aufgliederung des UI-Entwurfs"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:90
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:91
msgid "Here are my three rules of thumb to find the right containers:"
msgstr ""
"Hier sind meine drei Faustregeln, wie man die richtigen Behälter findet:"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:92
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:93
#, fuzzy
msgid ""
"Break down the UI into nested boxes, from the largest that contains "
"everything, to the smallest ones, that encompass one widget, like a bar with "
"its label, a panel or a button"
"its label, a panel or a button."
msgstr ""
"Unterteile die Benutzeroberfläche in verschachtelte Kästen, vom Größten, der "
"alles umfasst, bis zum Kleinsten, der ein einzelnes Element beinhaltet, wie "
"eine Leiste mit ihrer Beschriftung, ein Panel oder eine Schaltfläche"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:95
msgid "If there's some padding around an area, use a ``MarginContainer``"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:96
#, fuzzy
msgid "If there's some padding around an area, use a ``MarginContainer``."
msgstr ""
"Wenn Abstand um eine Fläche eingehalten werden soll, verwende einen "
"``MarginContainer``"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:96
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:97
#, fuzzy
msgid ""
"If the elements are arranged in rows or columns, use an ``HBoxContainer`` or "
"``VBoxContainer``"
"``VBoxContainer``."
msgstr ""
"Wenn die Elemente in Zeilen oder Spalten angeordnet sind, verwende einen "
"``HBoxContainer`` oder ``VBoxContainer``"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:99
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:100
msgid ""
"These rules are enough to get us started, and work well for simple "
"interfaces."
@@ -239,7 +254,7 @@ msgstr ""
"Diese Regeln reichen für den Anfang aus und klappen bei einfachen "
"Oberflächen recht gut."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:102
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:103
msgid ""
"For the main menu, the largest box is the entire game window. There's "
"padding between the edges of the window and the first components: this "
@@ -256,12 +271,13 @@ msgstr ""
"rechten Spalte richten wir die Illustration mithilfe eines "
"``CenterContainer``s mittig aus."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:111
msgid "Interface building blocks, broken down using the three rules of thumb"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:112
#, fuzzy
msgid "Interface building blocks, broken down using the three rules of thumb."
msgstr ""
"Bausteine der Benutzeroberfläche, aufgebrochen mithilfe der drei Faustregeln"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:115
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:116
msgid ""
"Containers adapt to the window's resolution and width-to-height ratio. "
"Although we could place UI elements by hand, containers are faster, more "
@@ -271,19 +287,20 @@ msgstr ""
"Bildschirms an. Obwohl wir UI-Elemente händisch platzieren könnten, sind "
"Behälter schneller, genauer und **responsiv**."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:120
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:121
msgid "Prepare the Main Menu scene"
msgstr "Vorbereitung der Hauptmenü-Szene"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:122
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:123
#, fuzzy
msgid ""
"Let's create the main menu. We'll build it in a single scene. To create an "
"empty scene, click on the Scene menu -> New Scene."
"empty scene, click on **Scene > New Scene**."
msgstr ""
"Erstellen wir das Hauptmenü. Wir bauen es in einer einzigen Szene. Um eine "
"leere Szene zu erstellen, klicke auf das Menü Szene -> Neue Szene."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:125
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:126
msgid ""
"We have to add a root node before we can save the scene. Your UI's root "
"should be the outermost container or element. In this case it's a "
@@ -298,7 +315,7 @@ msgstr ""
"da man oft einen Rand um sie herum braucht. Drücke ``Meta+S``, um die Szene "
"auf dem Datenträger zu speichern. Nenne sie *MainMenu*."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:131
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:132
msgid ""
"Select the ``MarginContainer`` again, and head to the inspector to define "
"the margins' size. Scroll down the ``Control`` class, to the ``Custom "
@@ -308,36 +325,36 @@ msgstr ""
"Größe des Randes einzustellen. Gehe zum Bereich ``Custom Constants`` der "
"``Control``-Klasse. Klappe das Menü auf. Stelle die Ränder wie folgt ein:"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:135
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:136
msgid "Margin Right: *120*"
msgstr "Margin Right: *120*"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:136
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:137
msgid "Margin Top: *80*"
msgstr "Margin Top: *80*"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:137
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:138
msgid "Margin Left: *120*"
msgstr "Margin Left: *120*"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:138
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:139
msgid "Margin Bottom: *80*"
msgstr "Margin Bottom: *80*"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:140
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:141
#, fuzzy
msgid ""
"We want the container to fit the window. In the toolbar above the Viewport, "
"open the ``Layout`` menu and select the last option, ``Full Rect``."
"open the **Layout** menu and select the last option, **Full Rect**."
msgstr ""
"Wir wollen, dass der Container das ganze Fenster einnimmt. Öffne das Menü "
"``Layout`` im Ansichtsfenster und wähle die letzte Option aus, ``Full Rect``."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:144
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:145
msgid "Add the UI sprites"
msgstr "Hinzufügen der UI-Sprites"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:146
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:147
msgid ""
"Select the ``MarginContainer``, and create the UI elements as "
"``TextureRect`` nodes. We need:"
@@ -345,25 +362,30 @@ msgstr ""
"Wähle den ``MarginContainer`` aus und erzeuge die Oberflächenelemente als "
"``TextureRect``-Nodes. Wir brauchen:"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:149
msgid "The title, or logo"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:150
#, fuzzy
msgid "the title or logo,"
msgstr "Den Titel oder das Logo"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:150
msgid "The three text options, as individual nodes"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:151
#, fuzzy
msgid "the three text options as individual nodes,"
msgstr "Die drei Textoptionen als einzelne Nodes"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:151
msgid "The version note"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:152
#, fuzzy
msgid "the version note,"
msgstr "Die Versionsangabe"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:152
msgid "And the main menus illustration"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:153
#, fuzzy
msgid "and the main menus illustration."
msgstr "Und die Illustration des Hauptmenüs"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:154
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:155
#, fuzzy
msgid ""
"Click the ``Add Node`` button or press ``Meta+A`` on your keyboard. Start to "
"Click the **Add Node** button or press ``Meta+A`` on your keyboard. Start to "
"type ``TextureRect`` to find the corresponding node and press enter. With "
"the new node selected, press ``Meta+D`` five times to create five extra "
"``TextureRect`` instances."
@@ -373,23 +395,24 @@ msgstr ""
"drücke Eingabe. Wähle den neuen Node aus und drücke fünf Mal ``Meta+D``, um "
"fünf zusätzliche Instanzen zu erzeugen."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:159
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:160
#, fuzzy
msgid ""
"Click each of the nodes to select it. In the inspector, find the ``Texture`` "
"property and click ``[empty]`` -> ``Load``. A file browser opens and lets "
"you pick a sprite to load into the texture slot."
"Click each of the nodes to select it. In the inspector, find the **Texture** "
"property and click **[empty] > Load**. A file browser opens and lets you "
"pick a sprite to load into the texture slot."
msgstr ""
"Wähle jeden der Nodes mit einem Klick darauf aus. Finde die ``Texture`` "
"Eigenschaft im im Inspektor und klicke auf ``[leer]`` -> ``Lade``. Eine "
"Dateiauswahl öffnet sich und lässt dich ein Sprite auswählen, das in den "
"Texture-Slot geladen wird."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:165
msgid "The file browser lets you find and load textures"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:166
#, fuzzy
msgid "The file browser lets you find and load textures."
msgstr "Die Dateiauswahl lässt dich Texturen finden und laden"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:167
#, fuzzy
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:168
msgid ""
"Repeat the operation for all ``TextureRect`` nodes. You should have the "
"logo, the illustration, the three menu options and the version note, each as "
@@ -397,16 +420,18 @@ msgid ""
"rename them. Nothing has been placed in containers yet so this should look "
"messy."
msgstr ""
"Wende die Operation auf alle ``TextureRect``-Nodes an. Du solltest das "
"Logo, die Illustration, die drei Menüpunkte und die Versionsangabe jeweils "
"als eigenen Knoten haben. Benenne die Knoten dann im Szenenfenster um, indem "
"du sie doppelt anklickst."
"Wende die Operation auf alle ``TextureRect``-Nodes an. Das Logo, die "
"Illustration, die drei Menüpunkte und die Versionsangabe sollten jeweils "
"eigenen Knoten sein. Benenne die Knoten dann im Szenenfenster durch einen "
"Doppelklick um. Da noch nichts im Behälter plaziert wurde, sieht er noch "
"etwas unordenlich aus."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:175
msgid "The six nodes, with textures loaded"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:176
#, fuzzy
msgid "The six nodes with textures loaded."
msgstr "Die sechs Nodes, mit geladenen Texturen"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:179
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:180
msgid ""
"If you want to support localization in your game, use ``Labels`` for menu "
"options instead of ``TextureRect``."
@@ -414,11 +439,11 @@ msgstr ""
"Wenn dein Spiel Übersetzungen unterstützen soll, dann benutze ``Labels`` "
"anstelle von ``TextureRect``."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:183
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:184
msgid "Add containers to place UI elements automatically"
msgstr "Füge Container ein, um UI-Elemente automatisch zu platzieren"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:185
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:186
msgid ""
"Our main menu has some margin around the edges of the screen. It is split in "
"two parts: on the left, you have the logo and the menu options. On the "
@@ -441,7 +466,7 @@ msgstr ""
"wie er Kinder hat. Obwohl die Variable Größe des Split Containers "
"abgeschaltet werden kann, empfehle ich den Gebrauch der Box Containers."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:196
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:197
msgid ""
"Select the ``MarginContainer`` and add an ``HBoxContainer``. Then, we need "
"two containers as children of our ``HBoxContainer``: a ``VBoxContainer`` for "
@@ -453,47 +478,53 @@ msgstr ""
"``HBoxContainer``: einen ``VBoxContainer`` für die Menüpunkte zur Linken und "
"einen ``CenterContainer`` für die Illustration zur Rechten."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:203
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:204
#, fuzzy
msgid ""
"You should have four nested containers, and the TextureRect nodes sitting "
"aside from it"
"You should have four nested containers and the TextureRect nodes sitting "
"aside from it."
msgstr ""
"Du solltest vier verschachtelte Container haben und den TextureRect-Node "
"nebendran"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:206
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:207
#, fuzzy
msgid ""
"In the node tree, select all the ``TextureRect`` nodes that should go on the "
"left side: the logo, the menu options and the version note. Drag and drop "
"them into the ``VBoxContainer``. The nodes should position automatically."
"left side: the logo, the menu options (Continue, NewGame, Options), and the "
"version note. Drag and drop them into the ``VBoxContainer``. The nodes "
"should position automatically."
msgstr ""
"Wähle im Node-Baum alle ``TextureRect``-Nodes, die auf die linke Seite "
"gehören: das Logo, die Menüpunkte und die Versionsangabe. Ziehe sie per Drag-"
"and-Drop in den ``VBoxContainer``. Die Nodes sollten sich selbstständig "
"positionieren."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:212
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:214
msgid "Containers automatically place and resize textures"
msgstr "Container platzieren Texturen automatisch und passen deren Größe an"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:214
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:216
msgid "We're left with two problems to solve:"
msgstr "Wir müssen noch zwei Probleme lösen:"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:216
msgid "The characters on the right aren't centered"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:218
#, fuzzy
msgid "The characters on the right aren't centered."
msgstr "Die Charaktere rechts sind nicht mittig"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:217
msgid "There's no space between the logo and the other UI elements"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:219
#, fuzzy
msgid "There's no space between the logo and the other UI elements."
msgstr "Zwischen dem Logo und den anderen Oberflächenelementen ist kein Platz"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:219
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:221
#, fuzzy
msgid ""
"To center the characters on the right, first select the ``CenterContainer``. "
"Then in the Inspector, scroll down to the ``Size Flags`` category and click "
"on the field to the right of the ``Vertical`` property, and check ``Expand`` "
"in addition to ``Fill``. Do the same for the ``Horizontal`` property. This "
"Then in the Inspector, scroll down to the **Size Flags** category and click "
"on the field to the right of the **Vertical** property, and check **Expand** "
"in addition to **Fill**. Do the same for the **Horizontal** property. This "
"makes the ``CenterContainer`` expand into all available space while "
"respecting its neighbour ``VBoxContainer``. Finally, drag and drop the "
"Characters node into the ``CenterContainer``. The Characters element will "
@@ -507,22 +538,24 @@ msgstr ""
"``Horizontal``. Ziehe schließlich die Figuren in den ``CenterContainer``. "
"Das Element wird automatisch zentriert."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:230
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:232
#, fuzzy
msgid ""
"The character node centers inside the right half of the screen as soon as "
"you place it inside the CenterContainer"
"you place it inside the CenterContainer."
msgstr ""
"Der Charakter-Node richtet sich mittig in der rechten Bildschirmhälft aus "
"sobald du ihn in dem CenterContainer platzierst"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:233
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:235
#, fuzzy
msgid ""
"To space out the menu options and the logo on the left, we'll use one final "
"container and its size flags. Select the ``VBoxContainer`` and press ``Meta"
"+A`` to add a new node inside it. Add a second ``VBoxContainer`` and name it "
"\"MenuOptions\". Select all three menu options, ``Continue``, ``NewGame`` "
"and ``Options``, and drag and drop them inside the new ``VBoxContainer``. "
"The UI's layout should barely change, if at all."
"*MenuOptions*. Select all three menu options, ``Continue``, ``NewGame`` and "
"``Options``, and drag and drop them inside the new ``VBoxContainer``. The "
"UI's layout should barely change, if at all."
msgstr ""
"Um die Menüpunkte und das Logo links auseinanderzuziehen, werden wir einen "
"letzten Container mit seinen size flags verwenden. Wähle den "
@@ -532,21 +565,24 @@ msgstr ""
"``Options``, und ziehe sie in den neuen ``VBoxContainer``. Das Layout der UI "
"sollte sich, wenn überhaupt, kaum ändern."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:243
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:245
#, fuzzy
msgid ""
"Place the new container between the other two nodes to retain the UI's layout"
"Place the new container between the other two nodes to retain the UI's "
"layout."
msgstr ""
"Platziere den neuen Container zwischen die anderen beiden Nodes, um das "
"Layout der UI zu erhalten"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:246
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:248
#, fuzzy
msgid ""
"Now we grouped the menu options together, we can tell their container to "
"expand to take as much vertical space as possible. Select the "
"``MenuOptions`` node. In the Inspector, scroll down to the ``Size Flags`` "
"category. Click on the field to the right of the ``Vertical`` property, and "
"check ``Expand`` in addition to ``Fill``. The container expands to take all "
"the available vertical space. But it respects its neighbors, the ``Logo`` "
"``MenuOptions`` node. In the Inspector, scroll down to the **Size Flags** "
"category. Click on the field to the right of the **Vertical** property, and "
"check **Expand** in addition to **Fill**. The container expands to take all "
"the available vertical space while respecting its neighbors, the ``Logo`` "
"and ``Version`` elements."
msgstr ""
"Nachdem wir die Menüpunkte zusammengefasst haben, können wir ihren Container "
@@ -557,26 +593,29 @@ msgstr ""
"den ganzen verfügbaren senkrechten Raum ein. Aber er berücksichtigt seine "
"Nachbarn, die Elemente ``Logo`` und ``Version``."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:254
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:256
#, fuzzy
msgid ""
"To center the nodes in the ``VBoxContainer``, scroll to the top of the "
"Inspector and change the ``Alignment`` property to ``Center``."
"Inspector and change the **Alignment** property to **Center**."
msgstr ""
"Um die Nodes im ``VBoxContainer`` zu zentrieren, gehe ganz nach oben im "
"Inspektor und stelle die Eigenschaft ``Alignment`` auf ``Center``."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:259
msgid "The menu options should center vertically in the UI's left column"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:261
#, fuzzy
msgid "The menu options should center vertically in the UI's left column."
msgstr ""
"Die Menüpunkte sollten in sich in der linken Spalte der Oberfläche sekrecht "
"mittig ausrichten"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:261
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:263
#, fuzzy
msgid ""
"To wrap things up, let's add some separation between the menu options. "
"Expand the ``Custom Constants`` category below ``Size Flags``, and click the "
"field next to the ``Separation`` parameter. Set it to 30. Once you press "
"enter, the ``Separation`` property becomes active and Godot adds 30 pixels "
"Expand the **Custom Constants** category below **Size Flags**, and click the "
"field next to the **Separation** parameter. Set it to 30. Once you press "
"enter, the **Separation** property becomes active and Godot adds 30 pixels "
"between menu options."
msgstr ""
"Zum Abschluss fügen wir Abstandshalter zwischen den Menüpunkten hinzu. "
@@ -585,17 +624,18 @@ msgstr ""
"Eingabe drückst, wird die Eigenschaft ``Separation`` wirksam und Godot fügt "
"30 Pixel zwischen den Menüpunkten ein."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:269
msgid "The final interface"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:271
#, fuzzy
msgid "The final interface."
msgstr "Die fertige Oberfläche"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:271
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:273
msgid ""
"Without a single line of code, we have a precise and responsive main menu."
msgstr ""
"Ohne eine einzige Zeile Code haben wir ein ordentliches und dynamisches Menü."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:274
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:276
msgid ""
"Congratulations for getting there! You can download the final menu :download:"
"`ui_main_menu_design.zip <files/ui_main_menu_design.zip>` to compare with "
@@ -607,7 +647,7 @@ msgstr ""
"zip <files/ui_main_menu_design.zip>`. In der nächsten Anleitung wirst du ein "
"eine Spieleoberfläche mit Leisten und Gegenstandszählern erstellen."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:282
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:284
msgid ""
"A responsive User Interface is all about making sure our UIs scale well on "
"all screen types. TV screens and computer displays have different sizes and "
@@ -620,7 +660,7 @@ msgstr ""
"Seitenverhältnisse. In Godot benutzen wir Container, um die Position und "
"Größe der UI-Elemente zu steuern."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:287
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:289
msgid ""
"The order in which you nest matters. To see if your UI adapts nicely to "
"different screen ratios, select the root node, press the Q key to activate "
@@ -633,7 +673,7 @@ msgstr ""
"den Container aus und ziehe an einer seiner Ecken, um die Größe zu ändern. "
"Die UI-Komponenten darin sollten sich dynamisch anpassen."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:293
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:295
msgid ""
"You'll notice that although containers move sprites around, they don't scale "
"them. This is normal. We want the UI system to handle different screen "
@@ -646,14 +686,15 @@ msgstr ""
"auch das ganze Spiel an verschiedene Bildschirmauflösungen anpassen. Zu "
"diesem Zweck vergrößert und verkleinert Godot das gesamte Fenster."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:299
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:301
#, fuzzy
msgid ""
"You can change the scale mode in the project settings: click the Project "
"menu -> Project Settings. In the window's left column, look for the Display "
"category. Click on the Window sub-category. On the right side of the window, "
"you'll find a Stretch section. The three settings, Mode, Aspect, and Shrink, "
"control the screen size. For more information, see :ref:"
"`doc_multiple_resolutions`."
"You can change the scale mode in the project settings: click **Project > "
"Project Settings** in the top menu. In the window's left column, look for "
"the **Display** category. Click on the **Window** sub-category. On the right "
"side of the window, you'll find a **Stretch** section. The three settings, "
"**Mode**, **Aspect**, and **Shrink**, control the screen size. For more "
"information, see :ref:`doc_multiple_resolutions`."
msgstr ""
"Du kannst den Skalierungsmodus in den Projekteinstellungen ändern: klicke "
"auf Projekt -> Projekteinstellungen. Suche in der linken Fensterspalte nach "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -211,7 +211,6 @@ msgid "Sprite animation"
msgstr "Sprite-Animation"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:99
#, fuzzy
msgid ""
"Click on the ``Player`` node and add an :ref:`AnimatedSprite "
"<class_AnimatedSprite>` node as a child. The ``AnimatedSprite`` will handle "
@@ -227,11 +226,9 @@ msgstr ""
"übernimmt das Erscheinungsbild und die Animationen für unseren Spieler. "
"Achte auf das Warnsymbol neben dem Node . Ein ``AnimatedSprite`` benötigt "
"eine :ref:`SpriteFrames <class_SpriteFrames>` Ressource, eine Liste der "
"Animationen, die angezeigt werden können. Um eine Animation zu erstellen "
"suche die Eigenschaft ``Frames`` im Inspektor und klicke \"<null>\" -> "
"\"Neues SpriteFrames\". Nun klicke an der selben Stelle auf "
"``<SpriteFrames>`` und dann auf \"Editor öffnen\", um das Fenster "
"\"SpriteFrames\" zu öffnen:"
"Animationen, die angezeigt werden können. Um eine zu erstellen suche die "
"Eigenschaft ``Frames`` im Inspektor und klicke \"<null>\" -> \"Neue "
"SpriteFrames\". Nun sollte sich automatisch das Animationspanel öffnen."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:110
msgid ""
@@ -487,7 +484,6 @@ msgstr ""
"play()``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:311
#, fuzzy
msgid ""
"Now that we have a movement direction, we can update the player's position. "
"We can also use ``clamp()`` to prevent it from leaving the screen. "
@@ -495,9 +491,8 @@ msgid ""
"to the bottom of the ``_process`` function:"
msgstr ""
"Jetzt, da wir eine Bewegungsrichtung haben, können wir die Position des "
"``Player``s aktualisieren und mit ``clamp()`` verhindern, dass er den "
"Bildschirm verlässt, indem wir am Ende der ``_process`` Funktion folgendes "
"hinzufügen:"
"Spilers aktualisieren und mit ``clamp()`` verhindern, dass er den Bildschirm "
"verlässt, indem wir am Ende der ``_process`` Funktion folgendes hinzufügen:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:332
msgid ""
@@ -506,6 +501,10 @@ msgid ""
"this value ensures that your movement will remain consistent even if the "
"frame rate changes."
msgstr ""
"Der Parameter `delta` in der Funktion `_process()` bezieht sich auf die "
"*Frame-Länge* - die Zeit, die der vorherige Frame benötigt hat, um "
"abzuschließen. Die Verwendung dieses Wertes stellt sicher, dass Ihre "
"Bewegung auch bei einer Änderung der Bildrate konstant bleibt."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:337
msgid ""
@@ -1061,20 +1060,7 @@ msgstr ""
"Beachte, dass der Szene mit ``add_child()`` eine neue Instanz hinzugefügt "
"werden muss."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:811
msgid ""
"Now click on ``MobTimer`` in the scene window then head to inspector window, "
"switch to node view then click on ``timeout()`` and connect the signal."
msgstr ""
"Klicke nun auf ``MobTimer`` im Szenenfenster, dann gehe zum "
"Inspektorfenster, wechsel zur Nose-Ansicht, klicke dann auf ``Timeout()`` "
"und verbinde das Signal."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:814
msgid "Add the following code:"
msgstr "Füge den folgenden Code hinzu:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:862
#: ../../docs/getting_started/step_by_step/your_first_game.rst:857
msgid ""
"In functions requiring angles, GDScript uses *radians*, not degrees. If "
"you're more comfortable working with degrees, you'll need to use the "
@@ -1085,11 +1071,11 @@ msgstr ""
"Funktionen ``deg2rad()`` und ``rad2deg()`` verwenden, um zwischen den beiden "
"zu konvertieren."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:868
#: ../../docs/getting_started/step_by_step/your_first_game.rst:863
msgid "HUD"
msgstr "HUD"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:870
#: ../../docs/getting_started/step_by_step/your_first_game.rst:865
msgid ""
"The final piece our game needs is a UI: an interface to display things like "
"score, a \"game over\" message, and a restart button. Create a new scene, "
@@ -1104,7 +1090,7 @@ msgstr ""
"steht für \"Heads-up Display\", ein Informationsdisplay, das als Overlay "
"über der Spielansicht erscheint."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:876
#: ../../docs/getting_started/step_by_step/your_first_game.rst:871
msgid ""
"The :ref:`CanvasLayer <class_CanvasLayer>` node lets us draw our UI elements "
"on a layer above the rest of the game, so that the information it displays "
@@ -1115,23 +1101,23 @@ msgstr ""
"dass die angezeigten Informationen nicht durch irgendwelche Spielelemente "
"wie den Spieler oder Mobs verdeckt werden."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:880
#: ../../docs/getting_started/step_by_step/your_first_game.rst:875
msgid "The HUD displays the following information:"
msgstr "Das HUD zeigt die folgenden Informationen an:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:882
#: ../../docs/getting_started/step_by_step/your_first_game.rst:877
msgid "Score, changed by ``ScoreTimer``."
msgstr "Punktzahl, geändert durch ``ScoreTimer``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:883
#: ../../docs/getting_started/step_by_step/your_first_game.rst:878
msgid "A message, such as \"Game Over\" or \"Get Ready!\""
msgstr "Eine Nachricht, wie z.B. \"Game Over\" oder \"Get Ready!\""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:884
#: ../../docs/getting_started/step_by_step/your_first_game.rst:879
msgid "A \"Start\" button to begin the game."
msgstr "Eine \"Start\"-Taste, um das Spiel zu starten."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:886
#: ../../docs/getting_started/step_by_step/your_first_game.rst:881
msgid ""
"The basic node for UI elements is :ref:`Control <class_Control>`. To create "
"our UI, we'll use two types of :ref:`Control <class_Control>` nodes: :ref:"
@@ -1142,28 +1128,27 @@ msgstr ""
"<class_Control>` Node: :ref:`Label <class_Label>` und :ref:`Button "
"<class_Button>`."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:890
#: ../../docs/getting_started/step_by_step/your_first_game.rst:885
msgid "Create the following as children of the ``HUD`` node:"
msgstr "Erstelle das Folgende als Unterobjekte des ``HUD``-Nodes:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:892
#: ../../docs/getting_started/step_by_step/your_first_game.rst:887
msgid ":ref:`Label <class_Label>` named ``ScoreLabel``."
msgstr ":ref:`Label <class_Label>` genannt ``ScoreLabel``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:893
#: ../../docs/getting_started/step_by_step/your_first_game.rst:888
msgid ":ref:`Label <class_Label>` named ``MessageLabel``."
msgstr ":ref:`Label <class_Label>` genannt ``MessageLabel``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:894
#: ../../docs/getting_started/step_by_step/your_first_game.rst:889
msgid ":ref:`Button <class_Button>` named ``StartButton``."
msgstr ":ref:`Button <class_Button>` genannt ``StartButton``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:895
#: ../../docs/getting_started/step_by_step/your_first_game.rst:890
msgid ":ref:`Timer <class_Timer>` named ``MessageTimer``."
msgstr ":ref:`Timer <class_Timer>` genannt ``MessageTimer``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:897
#, fuzzy
#: ../../docs/getting_started/step_by_step/your_first_game.rst:892
msgid ""
"Click on the ``ScoreLabel`` and type a number into the *Text* field in the "
"Inspector. The default font for ``Control`` nodes is small and doesn't scale "
@@ -1177,11 +1162,11 @@ msgstr ""
"\"Xolonium-Regular.ttf\" enthalten. Um diese Schriftart zu verwenden, gehe "
"für jeden der drei ``Control``-Nodes wie folgt vor:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:903
#: ../../docs/getting_started/step_by_step/your_first_game.rst:898
msgid "Under \"Custom Fonts\", choose \"New DynamicFont\""
msgstr "Wähle unter \"Custom Fonts\" \"Neues DynamicFont\""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:907
#: ../../docs/getting_started/step_by_step/your_first_game.rst:902
msgid ""
"Click on the \"DynamicFont\" you added, and under \"Font/Font Data\", choose "
"\"Load\" and select the \"Xolonium-Regular.ttf\" file. You must also set the "
@@ -1192,7 +1177,7 @@ msgstr ""
"auch die Schriftart-``Größe`` einstellen. Eine Einstellung von ``64`` "
"funktioniert gut."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:913
#: ../../docs/getting_started/step_by_step/your_first_game.rst:908
msgid ""
"**Anchors and Margins:** ``Control`` nodes have a position and size, but "
"they also have anchors and margins. Anchors define the origin - the "
@@ -1209,16 +1194,15 @@ msgstr ""
"Anker dar. Siehe :ref:`doc_design_interfaces_with_the_control_nodes` für "
"weitere Details."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:920
#, fuzzy
#: ../../docs/getting_started/step_by_step/your_first_game.rst:915
msgid ""
"Arrange the nodes as shown below. Click the \"Layout\" button to set a "
"Control node's layout:"
msgstr ""
"Ordne die Nodes wie unten gezeigt an. Klicke auf die Schaltfläche \"Anchor"
"\", um den Anker eines Control-Nodes festzulegen:"
"Ordne die Nodes wie unten gezeigt an. Klicke auf den \"Layout\"-Knopf, um "
"das Layout eines Control-Nodes festzulegen:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:925
#: ../../docs/getting_started/step_by_step/your_first_game.rst:920
msgid ""
"You can drag the nodes to place them manually, or for more precise "
"placement, use the following settings:"
@@ -1226,68 +1210,68 @@ msgstr ""
"Du kannst die Nodes manuell verschieben, um sie zu platzieren oder verwende "
"die folgenden Einstellungen, für eine genauere Platzierung:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:929
#: ../../docs/getting_started/step_by_step/your_first_game.rst:924
msgid "ScoreLabel"
msgstr "ScoreLabel (HighScore)"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:931
#: ../../docs/getting_started/step_by_step/your_first_game.rst:926
msgid "*Text* : ``0``"
msgstr "*Text* : ``0``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:932
#: ../../docs/getting_started/step_by_step/your_first_game.rst:927
msgid "*Layout* : \"Top Wide\""
msgstr "*Layout* : \"Top Wide\""
msgstr "*Layout* : \"vollständige Breite\""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:933
#: ../../docs/getting_started/step_by_step/your_first_game.rst:940
#: ../../docs/getting_started/step_by_step/your_first_game.rst:928
#: ../../docs/getting_started/step_by_step/your_first_game.rst:935
msgid "*Align* : \"Center\""
msgstr "*Align* : \"Center\""
msgstr "*Align* : \"Mittig\""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:936
#: ../../docs/getting_started/step_by_step/your_first_game.rst:931
msgid "MessageLabel"
msgstr "MessageLabel (Nachrichten)"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:938
#: ../../docs/getting_started/step_by_step/your_first_game.rst:933
msgid "*Text* : ``Dodge the Creeps!``"
msgstr "*Text* : ``Dodge the Creeps!``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:939
#: ../../docs/getting_started/step_by_step/your_first_game.rst:934
msgid "*Layout* : \"HCenter Wide\""
msgstr "*Layout* : \"HCenter Wide\""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:941
#: ../../docs/getting_started/step_by_step/your_first_game.rst:936
msgid "*Autowrap* : \"On\""
msgstr ""
msgstr "*Autowrap* : \"An\""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:944
#: ../../docs/getting_started/step_by_step/your_first_game.rst:939
msgid "StartButton"
msgstr "StartButton (Startknopf)"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:946
#: ../../docs/getting_started/step_by_step/your_first_game.rst:941
msgid "*Text* : ``Start``"
msgstr "*Text* : ``Start``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:947
#: ../../docs/getting_started/step_by_step/your_first_game.rst:942
msgid "*Layout* : \"Center Bottom\""
msgstr "*Layout* : \"Center Bottom\""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:948
#: ../../docs/getting_started/step_by_step/your_first_game.rst:943
msgid "*Margin* :"
msgstr "*Margin* :"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:950
#: ../../docs/getting_started/step_by_step/your_first_game.rst:945
msgid "Top: ``-200``"
msgstr "Top: ``-200``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:951
#: ../../docs/getting_started/step_by_step/your_first_game.rst:946
msgid "Bottom: ``-100``"
msgstr "Bottom: ``-100``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:953
#: ../../docs/getting_started/step_by_step/your_first_game.rst:948
msgid "Now add this script to ``HUD``:"
msgstr "Füge nun dieses Skript zu ``HUD`` hinzu:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:972
#: ../../docs/getting_started/step_by_step/your_first_game.rst:967
msgid ""
"The ``start_game`` signal tells the ``Main`` node that the button has been "
"pressed."
@@ -1295,7 +1279,7 @@ msgstr ""
"Das Signal ``start_game`` signalisiert dem Node ``Main``, dass die Taste "
"gedrückt wurde."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:994
#: ../../docs/getting_started/step_by_step/your_first_game.rst:989
msgid ""
"This function is called when we want to display a message temporarily, such "
"as \"Get Ready\". On the ``MessageTimer``, set the ``Wait Time`` to ``2`` "
@@ -1306,7 +1290,7 @@ msgstr ""
"``Wartezeit`` auf ``2``` und stellen Sie die ``Einmalige Aufnahme`` "
"Eigenschaft auf \"Ein\"."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1029
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1024
msgid ""
"This function is called when the player loses. It will show \"Game Over\" "
"for 2 seconds, then return to the title screen and, after a brief pause, "
@@ -1316,25 +1300,25 @@ msgstr ""
"wird für 2 Sekunden angezeigt und wechselt dann zum Titelbildschirm. Nach "
"einer kurzen Pause wird die \"Start\"-Schaltfläche angezeigt."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1033
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1028
msgid ""
"When you need to pause for a brief time, an alternative to using a Timer "
"node is to use the SceneTree's ``create_timer()`` function. This can be very "
"useful to delay, such as in the above code, where we want to wait a little "
"bit of time before showing the \"Start\" button."
msgstr ""
"Wenn Du eine Verzögerung benötigst, kannst Du als Timer-Node die Funktion "
"``create_timer()`` von SceneTree verwenden. Dies kann sehr nützlich sein, um "
"eine Verzögerung auszulösen, z. B. im obigen Code, wo wir ein wenig warten "
"müssen, bevor die Schaltfläche \"Start\" angezeigt wird."
"Falls eine Pause benötigt wird, kann die Timer-Node die Funktion "
"``create_timer()`` von SceneTree verwenden werden. Das kann sehr nützlich "
"sein, um eine Verzögerung auszulösen, z. B. im obigen Code, wo wir ein wenig "
"warten müssen, bevor die Schaltfläche \"Start\" angezeigt wird."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1051
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1046
msgid "This function is called by ``Main`` whenever the score changes."
msgstr ""
"Diese Funktion wird von ``Main`` aufgerufen, wenn sich der Punktestand "
"ändert."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1053
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1048
msgid ""
"Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` "
"signal of ``StartButton``."
@@ -1342,11 +1326,11 @@ msgstr ""
"Verbinde das Signal ``timeout()`` von ``MessageTimer`` mit dem Signal "
"``pressed()`` von ``StartButton``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1080
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1075
msgid "Connecting HUD to Main"
msgstr "Verbinde das HUD mit Main"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1082
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1077
msgid ""
"Now that we're done creating the ``HUD`` scene, save it and go back to "
"``Main``. Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` "
@@ -1358,7 +1342,7 @@ msgstr ""
"``Player``-Szene und platziere sie unten im Baum. Der gesamte Baum sollte so "
"aussehen, also stelle sicher, dass das nichts fehlt:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1089
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1084
msgid ""
"Now we need to connect the ``HUD`` functionality to our ``Main`` script. "
"This requires a few additions to the ``Main`` scene:"
@@ -1366,7 +1350,7 @@ msgstr ""
"Nun müssen wir die ``HUD``-Funktionalität mit unserem ``Main``-Skript "
"verbinden. Dies erfordert einige Ergänzungen in der ``Main``-Szene:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1092
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1087
msgid ""
"In the Node tab, connect the HUD's ``start_game`` signal to the "
"``new_game()`` function."
@@ -1374,7 +1358,7 @@ msgstr ""
"Verbinden Sie auf der Registerkarte Node das Signal ``start_game`` des HUD "
"mit der Funktion ``new_game()``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1095
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1090
msgid ""
"In ``new_game()``, update the score display and show the \"Get Ready\" "
"message:"
@@ -1382,12 +1366,12 @@ msgstr ""
"Aktualisiere in ``new_game()`` die Punkteanzeige und zeige die Meldung \"Get "
"Ready\" an:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1110
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1105
msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:"
msgstr ""
"In ``game_over()`` müssen wir die entsprechende ``HUD`` Funktion aufrufen:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1121
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1116
msgid ""
"Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in "
"sync with the changing score:"
@@ -1395,7 +1379,7 @@ msgstr ""
"Abschließend füge nachfolgendes ``_on_ScoreTimer_timeout()`` hinzu, um die "
"Anzeige mit den sich ändernden Punkten zu synchronisieren:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1133
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1128
msgid ""
"Now you're ready to play! Click the \"Play the Project\" button. You will be "
"asked to select a main scene, so choose ``Main.tscn``."
@@ -1404,11 +1388,11 @@ msgstr ""
"(F5)\". Du wirst aufgefordert, eine Hauptszene auszuwählen. Wähle dann "
"``Main.tscn`` aus."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1137
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1132
msgid "Removing old creeps"
msgstr "Entfernen von alten Monstern"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1139
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1134
msgid ""
"If you play until \"Game Over\" and then start a new game the creeps from "
"the previous game are still on screen. It would be better if they all "
@@ -1418,7 +1402,7 @@ msgstr ""
"befinden sich die Monster des vorherigen Spiel noch auf dem Bildschirm. Es "
"wäre besser, wenn diese beim Start eines neuen Spiels verschwinden würden."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1143
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1138
msgid ""
"We'll use the ``start_game`` signal that's already being emitted by the "
"``HUD`` node to remove the remaining creeps. We can't use the editor to "
@@ -1432,7 +1416,7 @@ msgstr ""
"verknüpfen, weil die ``Mob`` Knoten erst dann in der Szene ``Main`` "
"erscheinen, wenn wir das Spiel starten. Stattdessen benutzen wir Code."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1148
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1143
msgid ""
"Start by adding a new function to ``Mob.gd``. ``queue_free()`` will delete "
"the current node at the end of the current frame."
@@ -1441,7 +1425,7 @@ msgstr ""
"``queue_free()`` wird den aktuellen Knoten am Ende des aktuellen Frames "
"löschen."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1164
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1159
msgid ""
"Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` "
"function, at the end."
@@ -1449,7 +1433,7 @@ msgstr ""
"Dann füge eine neue Zeile in ``Main.gd`` Am Ende der "
"``_on_MobTimer_timeout()`` Funktion ein."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1176
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1171
msgid ""
"This line tells the new Mob node (referenced by the ``mob`` variable) to "
"respond to any ``start_game`` signal emitted by the ``HUD`` node by running "
@@ -1459,11 +1443,11 @@ msgstr ""
"verweist), dass er auf jedes ``start_game``-Signal vom ``HUD``-Knoten "
"reagieren soll, indem der die ``_on_start_game()``-Funktion aktiviert."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1181
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1176
msgid "Finishing up"
msgstr "Fertigstellung"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1183
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1178
msgid ""
"We have now completed all the functionality for our game. Below are some "
"remaining steps to add a bit more \"juice\" to improve the game experience. "
@@ -1474,11 +1458,11 @@ msgstr ""
"Spielerlebnis verbessert. Zögere nicht, das Gameplay mit Deinen eigenen "
"Ideen zu erweitern."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1188
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1183
msgid "Background"
msgstr "Hintergrund"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1190
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1185
msgid ""
"The default gray background is not very appealing, so let's change its "
"color. One way to do this is to use a :ref:`ColorRect <class_ColorRect>` "
@@ -1494,7 +1478,7 @@ msgstr ""
"hat nur eine Eigenschaft: ``Color``. Wähle eine Farbe aus, die Dir gefällt, "
"und ziehe die Größe des ``ColorRect`` so, dass es den Bildschirm abdeckt."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1197
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1192
msgid ""
"You could also add a background image, if you have one, by using a "
"``Sprite`` node."
@@ -1502,11 +1486,11 @@ msgstr ""
"Wenn Du ein Hintergrundbild hast, kannst Du auch einen ``Sprite``-Node "
"hinzufügen."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1201
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1196
msgid "Sound effects"
msgstr "Soundeffekte"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1203
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1198
msgid ""
"Sound and music can be the single most effective way to add appeal to the "
"game experience. In your game assets folder, you have two sound files: "
@@ -1518,7 +1502,7 @@ msgstr ""
"Sounddateien: „House in a Forest Loop.ogg“ für Hintergrundmusik und "
"„gameover.wav“ für den Fall, dass der Spieler verliert."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1208
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1203
msgid ""
"Add two :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` nodes as children "
"of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On "
@@ -1530,7 +1514,7 @@ msgstr ""
"``DeathSound``. Klicke bei jedem Node auf die Eigenschaft ``Stream``, klicke "
"auf „Lade“ und wähle die entsprechende Audiodatei aus."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1213
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1208
msgid ""
"To play the music, add ``$Music.play()`` in the ``new_game()`` function and "
"``$Music.stop()`` in the ``game_over()`` function."
@@ -1538,17 +1522,17 @@ msgstr ""
"Um die Musik abzuspielen, füge ``$Music.play()`` in der ``new_game()`` "
"Funktion und ``$Music.stop()`` in der ``game_over()`` Funktion hinzu."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1216
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1211
msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function."
msgstr ""
"Füge schließlich ``$DeathSound.play()`` in der ``game_over()`` Funktion "
"hinzu."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1219
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1214
msgid "Keyboard Shortcut"
msgstr "Tastenkürzel"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1221
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1216
msgid ""
"Since the game is played with keyboard controls, it would be convenient if "
"we could also start the game by pressing a key on the keyboard. One way to "
@@ -1559,8 +1543,7 @@ msgstr ""
"könnten. Eine Möglichkeit hierzu ist die Verwendung der „Shortcut“ -"
"Eigenschaft des ``Button``-Nodes."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1225
#, fuzzy
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1220
msgid ""
"In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* "
"property in the Inspector. Select \"New Shortcut\" and click on the "
@@ -1572,11 +1555,11 @@ msgstr ""
"Wähle in der ``HUD``-Szene den ``StartButton`` aus, und suche im Inspektor "
"nach seiner „Shortcut“-Eigenschaft. Wähle \"Neues Shortcut\" und klicke auf "
"das „Shortcut“-Element. Eine zweite „Shortcut“-Eigenschaft wird angezeigt. "
"Wähle „Neues InputEventAction“ und klicke auf das neue „InputEvent“-Element. "
"Wähle „Neue InputEventAction“ und klicke auf das neue „InputEvent“-Element. "
"Gib schließlich in der Eigenschaft „Action“ den Namen „ui_select“ ein. Dies "
"ist das Standardeingabeereignis, das der Leertaste zugeordnet ist."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1233
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1228
msgid ""
"Now when the start button appears, you can either click it or press the "
"spacebar to start the game."
@@ -1584,7 +1567,7 @@ msgstr ""
"Wenn nun die Start-Schaltfläche angezeigt wird, kannst Du entweder darauf "
"klicken oder die Leertaste drücken, um das Spiel zu starten."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1237
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1232
msgid "Project files"
msgstr "Projektdateien"
@@ -1592,10 +1575,10 @@ msgstr "Projektdateien"
msgid "You can find a completed version of this project at these locations:"
msgstr "Eine vollständige Version dieses Projekts findest Du unter:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1240
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1235
msgid "https://github.com/kidscancode/Godot3_dodge/releases"
msgstr "https://github.com/kidscancode/Godot3_dodge/releases"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1241
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1236
msgid "https://github.com/godotengine/godot-demo-projects"
msgstr "https://github.com/godotengine/godot-demo-projects"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -235,7 +235,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:84
msgid "Normal Map"
msgstr "Normal Map (Mappe)"
msgstr "Normal Map (Karte)"
#: ../../docs/getting_started/workflow/assets/importing_images.rst:86
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"
@@ -41,13 +41,11 @@ msgid "Godot supports the following 3D *scene file formats*:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:16
msgid "DAE (COLLADA), which is currently the most mature workflow."
msgid "glTF 2.0. Godot has full support for text and binary formats."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:17
msgid ""
"glTF 2.0. Both text and binary formats are supported. Godot has full support "
"for it, but the format is new and gaining traction."
msgid "DAE (COLLADA), an older format that is fully supported."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:18
@@ -60,42 +58,31 @@ msgstr ""
msgid "ESCN, a Godot specific format that Blender can export with a plugin."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:21
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:20
msgid ""
"FBX, supported via the Open Asset Import library. However, FBX is "
"proprietary so we recommend using other formats listed above, if suitable "
"for your workflow."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:23
msgid ""
"Just copy the scene file together with the texture to the project "
"repository, and Godot will do a full import."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:23
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:25
msgid ""
"It is important that the mesh is not deformed by bones when exporting. Make "
"sure that the skeleton is reset to its T-pose or default rest pose before "
"exporting with your favorite 3D editor."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:27
msgid "Why not FBX?"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:29
msgid ""
"Most game engines use the FBX format for importing 3D scenes, which is "
"definitely one of the most standardized in the industry. However, this "
"format requires the use of a closed library from Autodesk, which is "
"distributed with more restrictive licensing terms than Godot."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:34
msgid ""
"The plan is, sometime in the future, to offer a binary plug-in using "
"GDNative."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:37
msgid "Exporting DAE files from Maya and 3DS Max"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:39
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:31
msgid ""
"Autodesk added built-in COLLADA support to Maya and 3DS Max, but it's broken "
"by default and should not be used. The best way to export this format is by "
@@ -104,48 +91,32 @@ msgid ""
"up-to date with the latest version of the software."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:47
msgid "Exporting DAE files from Blender"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:49
msgid ""
"Blender has built-in COLLADA support too, but it's also broken and should "
"not be used."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:52
msgid ""
"Godot provides a `Python Plugin <https://github.com/godotengine/collada-"
"exporter>`__ that will do a much better job of exporting the scenes."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:57
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:39
msgid "Exporting glTF 2.0 files from Blender"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:59
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:41
msgid ""
"There are three ways to export glTF files from Blender. As a glTF binary (``."
"glb`` file), glTF embedded (``.gltf`` file), and with textures (``gltf`` + "
"``.bin`` + textures)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:62
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:44
msgid ""
"glTF binary files are the smallest of the three options. They include the "
"mesh and textures set up in Blender. When brought into Godot the textures "
"are part of the object's material file."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:65
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:47
msgid ""
"glTF embedded files function the same way as binary files. They don't "
"provide extra functionality in Godot, and shouldn't be used since they have "
"a larger file size."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:68
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:50
msgid ""
"There are two reasons to use glTF with the textures separate. One is to have "
"the scene description in a text based format and the binary data in a "
@@ -155,17 +126,33 @@ msgid ""
"glTF binary files are fine."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:73
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:55
msgid ""
"Blender does not export emissive textures with the glTF file. If your model "
"uses one it must be brought in separately."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:76
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:58
msgid "Exporting DAE files from Blender"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:60
msgid ""
"Blender has built-in COLLADA support, but it does not work properly for the "
"needs of game engines and should not be used as is."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:63
msgid ""
"Godot provides a `Blender plugin <https://github.com/godotengine/collada-"
"exporter>`_ that will correctly export COLLADA scenes for use in Godot."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:67
msgid "Exporting ESCN files from Blender"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:78
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:69
msgid ""
"The most powerful one, called `godot-blender-exporter <https://github.com/"
"godotengine/godot-blender-exporter>`__. It uses a .escn file, which is kind "
@@ -173,153 +160,153 @@ msgid ""
"information as possible from a Blender scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:83
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:74
msgid ""
"The ESCN exporter has a detailed `document <escn_exporter/index.html>`__ "
"describing its functionality and usage."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:87
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:78
msgid "Import workflows"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:89
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:80
msgid ""
"Godot scene importer allows different workflows regarding how data is "
"imported. Depending on many options, it is possible to import a scene with:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:92
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:83
msgid ""
"External materials (default): Where each material is saved to a file "
"resource. Modifications to them are kept."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:93
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:84
msgid ""
"External meshes: Where each mesh is saved to a different file. Many users "
"prefer to deal with meshes directly."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:94
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85
msgid ""
"External animations: Allowing saved animations to be modified and merged "
"when sources change."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:95
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:86
msgid ""
"External scenes: Save each of the root nodes of the imported scenes as a "
"separate scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:96
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:87
msgid "Single scene: A single scene file with everything built in."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:100
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:91
msgid ""
"As different developers have different needs, this import process is highly "
"customizable."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:103
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:94
msgid "Import options"
msgstr "Import-Optionen"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:105
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:96
msgid "The importer has several options, which will be discussed below:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:110
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:101
msgid "Nodes"
msgstr "Nodes (\"Knoten\")"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:104
msgid "Root Type"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:115
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106
msgid ""
"By default, the type of the root node in imported scenes is \"Spatial\", but "
"this can be modified."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:118
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:109
msgid "Root Name"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:120
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:111
msgid "Allows setting a specific name to the generated root node."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:123
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:114
#, fuzzy
msgid "Root Scale"
msgstr "Lokalisierung"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:125
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:116
#, fuzzy
msgid "The scale of the root node."
msgstr "Die Rolle des Skriptes"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:128
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:119
msgid "Custom Script"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:130
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121
msgid ""
"A special script to process the whole scene after import can be provided. "
"This is great for post processing, changing materials, doing funny stuff "
"with the geometry etc."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:134
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:125
msgid "Create a script like this:"
msgstr "Erstelle ein Skript wie folgt:"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:145
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:136
msgid ""
"The ``post_import`` function takes the imported scene as argument (the "
"parameter is actually the root node of the scene). The scene that will "
"finally be used must be returned. It can be a different one."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:150
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:169
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:224
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:275
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:141
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:160
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:215
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:307
msgid "Storage"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:152
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:143
msgid ""
"By default, Godot imports a single scene. This option allows specifying that "
"nodes below the root will each be a separate scene and instanced into the "
"imported one."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:156
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:147
msgid ""
"Of course, instancing such imported scenes in other places manually works, "
"too."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:160
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:151
msgid "Materials"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:163
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:154
msgid "Location"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:165
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:156
msgid ""
"Godot supports materials in meshes or nodes. By default, materials will be "
"put on each node."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:171
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:162
msgid ""
"Materials can be stored within the scene or in external files. By default, "
"they are stored in external files so editing them is possible. This is "
@@ -327,117 +314,117 @@ msgid ""
"in Godot."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:175
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:166
msgid ""
"When materials are built-in, they will be lost each time the source scene is "
"modified and re-imported."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:179
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:170
msgid "Keep On Reimport"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:181
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:172
msgid ""
"Once materials are edited to use Godot features, the importer will keep the "
"edited ones and ignore the ones coming from the source scene. This option is "
"only present if materials are saved as files."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:186
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:177
msgid "Meshes"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:189
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:180
msgid "Compress"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:191
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:182
msgid ""
"Makes meshes use less precise numbers for multiple aspects of the mesh in "
"order to save space."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:204
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195
msgid "These are:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:186
msgid ""
"Transform Matrix (Location, rotation, and scale) : 32-bit float "
"to 16-bit signed integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:187
msgid ""
"Vertices : 32-bit float "
"to 16-bit signed integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:197
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:188
msgid ""
"Normals : 32-bit float "
"to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:189
msgid ""
"Tangents : 32-bit float "
"to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:199
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:190
msgid ""
"Vertex Colors : 32-bit float "
"to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:200
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:191
msgid ""
"UV : 32-bit float "
"to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:192
msgid ""
"UV2 : 32-bit float "
"to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:193
msgid ""
"Vertex weights : 32-bit float "
"to 16-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:203
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194
msgid ""
"Armature bones : 32-bit float "
"to 16-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:204
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195
msgid ""
"Array index : 32-bit or 16-"
"bit unsigned integer based on how many elements there are."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:208
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:199
msgid "Additional info:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:207
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198
msgid ""
"UV2 = The second UV channel for detail textures and baked lightmap textures."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:208
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:199
msgid ""
"Array index = An array of numbers that number each element of the arrays "
"above; i.e. they number the vertices and normals."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:210
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201
msgid ""
"In some cases, this might lead to loss of precision, so disabling this "
"option may be needed. For instance, if a mesh is very big or there are "
@@ -446,11 +433,11 @@ msgid ""
"exactly where they should be."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:216
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:207
msgid "Ensure Tangents"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:218
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:209
msgid ""
"If textures with normal mapping are to be used, meshes need to have tangent "
"arrays. This option ensures that these are generated if not present in the "
@@ -458,63 +445,63 @@ msgid ""
"them generated in the exporter."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:226
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:217
msgid ""
"Meshes can be stored in separate files (resources) instead of built-in. This "
"does not have much practical use unless one wants to build objects with them "
"directly."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:229
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:220
msgid ""
"This option is provided to help those who prefer working directly with "
"meshes instead of scenes."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:233
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:224
msgid "Light Baking"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:235
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:226
msgid "Whether or not the mesh is used in baked lightmaps."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:237
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:228
msgid "**Disabled:** The mesh is not used in baked lightmaps."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:229
msgid "**Enable:** The mesh is used in baked lightmaps."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:239
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:230
msgid ""
"**Gen Lightmaps:** The mesh is used in baked lightmaps, and unwraps a second "
"UV layer for lightmaps."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:241
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:232
#, fuzzy
msgid "For more information on light baking see :ref:`doc_baked_lightmaps`."
msgstr ""
"Für weitere Informationen zu Singletons bzw. Autoload-Skripten, siehe :ref:"
"`doc_singletons_autoload`."
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:235
msgid "External Files"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:246
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:237
msgid ""
"Generated meshes and materials can be optionally stored in a subdirectory "
"with the name of the scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:250
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:241
msgid "Animation options"
msgstr "Animationsoptionen"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:252
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:243
msgid ""
"Godot provides many options regarding how animation data is dealt with. Some "
"exporters (such as Blender) can generate many animations in a single file. "
@@ -522,15 +509,15 @@ msgid ""
"timeline or, at worst, put each animation in a separate file."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:259
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:250
msgid "Import of animations is enabled by default."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:262
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:253
msgid "FPS"
msgstr "FPS"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:264
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:255
msgid ""
"Most 3D export formats store animation timeline in seconds instead of "
"frames. To ensure animations are imported as faithfully as possible, please "
@@ -538,51 +525,112 @@ msgid ""
"result in shaky animations."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:269
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:260
msgid "Filter Script"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:262
msgid ""
"It is possible to specify a filter script in a special syntax to decide "
"which tracks from which animations should be kept."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:265
msgid ""
"The filter script is executed against each imported animation. The syntax "
"consists of two types of statements, the first for choosing which animations "
"to filter, and the second for filtering individual tracks within the matched "
"animation. All name patterns are performed using a case insensitive "
"expression match, using ``?`` and ``*`` wildcards (using ``String.matchn()`` "
"under the hood)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:271
msgid ""
"It is possible to specify a filter script in a special syntax to decide "
"which tracks from which animations should be kept. (@TODO this needs "
"documentation)"
"The script must start with an animation filter statement (as denoted by the "
"line beginning with an ``@``). For example, if we would like to apply "
"filters to all imported animations which have a name ending in ``\"_Loop"
"\"``::"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:277
msgid ""
"Similarly, additional patterns can be added to the same line, separated by "
"commas. Here is a modified example to additionally *include* all animations "
"with names that begin with ``\"Arm_Left\"``, but also *exclude* all "
"animations which have names ending in ``\"Attack\"``::"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:283
msgid ""
"Following the animation selection filter statement, we add track filtering "
"patterns to indicate which animation tracks should be kept or discarded. If "
"no track filter patterns are specified, then all tracks within the matched "
"animations will be discarded!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:287
msgid ""
"It's important to note that track filter statements are applied in order for "
"each track within the animation, this means that one line may include a "
"track, a later rule can still discard it. Similarly, a track excluded by an "
"early rule may then be re-included once again by a filter rule further down "
"in the filter script."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292
msgid ""
"For example: include all tracks in animations with names ending in ``\"_Loop"
"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``"
"\"Control\"``, unless they have ``\"Arm\"`` in their name::"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:301
msgid ""
"In the above example, tracks like ``\"Skeleton:Leg_Control\"`` would be "
"discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:"
"Arm_Left_Control\"`` would be retained."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:304
msgid ""
"Any track filter lines that do not begin with a ``+`` or ``-`` are ignored."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:309
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:281
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:313
msgid "Optimizer"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:283
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:315
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:287
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:319
msgid "Clips"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:289
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:321
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:293
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:325
msgid "Scene inheritance"
msgstr "Szenenvererbung"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:295
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:327
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 "
@@ -590,102 +638,102 @@ msgid ""
"app), Godot will re-import the whole scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:298
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:330
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:303
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:335
msgid "In inherited scenes, the only limitations for modifications are:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:337
msgid "Nodes can't be removed (but can be added anywhere)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:306
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:338
msgid ""
"Sub-Resources can't be edited (save them externally as described above for "
"this)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:308
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:340
msgid "Other than that, everything is allowed!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:311
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:343
msgid "Import hints"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:313
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:345
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:315
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:347
msgid "Adding collision detection to objects"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:316
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:348
msgid "Setting objects as navigation meshes"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:317
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:349
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:319
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351
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:324
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:356
msgid "Remove nodes (-noimp)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:326
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:358
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:330
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:362
msgid "Create collisions (-col, -colonly, -convcolonly)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:332
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:364
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:335
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:367
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:338
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:370
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:342
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:374
msgid ""
"Option \"-convcolonly\" will create a :ref:`class_convexpolygonshape` "
"instead of a :ref:`class_concavepolygonshape`."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:344
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:376
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 "
@@ -693,80 +741,80 @@ msgid ""
"depending on Blender's empty draw type:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:383
msgid "Single arrow will create a :ref:`class_rayshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:352
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:384
msgid "Cube will create a :ref:`class_boxshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:353
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:385
msgid "Image will create a :ref:`class_planeshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:354
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:386
msgid ""
"Sphere (and the others not listed) will create a :ref:`class_sphereshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:356
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:388
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:360
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:392
msgid "Create navigation (-navmesh)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:362
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:394
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:366
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:398
msgid "Create a VehicleBody (-vehicle)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:368
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:400
msgid ""
"A mesh node with this suffix will be imported as a child to a :ref:"
"`VehicleBody <class_VehicleBody>` node."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:371
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:403
msgid "Create a VehicleWheel (-wheel)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:373
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:405
msgid ""
"A mesh node with this suffix will be imported as a child to a :ref:"
"`VehicleWheel <class_VehicleWheel>` node."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:376
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:408
msgid "Rigid Body (-rigid)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:378
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:410
msgid "Creates a rigid body from this mesh."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:381
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:413
msgid "Animation loop (-loop, -cycle)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:383
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:415
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:387
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:419
msgid ""
"In Blender, this requires using the NLA Editor and naming the Action with "
"the \"loop\" or \"cycle\" prefix or suffix."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-10-29 12:54+0100\n"
"POT-Creation-Date: 2019-12-03 10:51+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"

Some files were not shown because too many files have changed in this diff Show More