mirror of
https://github.com/godotengine/godot-docs-l10n.git
synced 2026-01-04 10:09:56 +03:00
Merge Sphinx translations with Weblate translations
This commit is contained in:
@@ -8,7 +8,7 @@ msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine latest\n"
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"Report-Msgid-Bugs-To: \n"
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"POT-Creation-Date: 2019-10-29 12:54+0100\n"
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"POT-Creation-Date: 2019-12-03 10:51+0100\n"
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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@@ -53,7 +53,6 @@ msgid "Project workflow"
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msgstr "Projekt-Workflow"
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#: ../../docs/about/docs_changelog.rst:19
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#, fuzzy
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msgid ":ref:`doc_android_custom_build`"
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msgstr ":ref:`Benutzerdefinierte Builds für Android<doc_android_custom_build>`"
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@@ -83,27 +82,24 @@ msgid ":ref:`doc_beziers_and_curves`"
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msgstr ":ref:`Beziers und Curvers <doc_beziers_and_curves>`"
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#: ../../docs/about/docs_changelog.rst:35
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#, fuzzy
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msgid ":ref:`doc_interpolation`"
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msgstr ":ref:`Exportieren <doc_exporting>`"
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msgstr ":ref:`Interpolation <doc_exporting>`"
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#: ../../docs/about/docs_changelog.rst:38
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msgid "Inputs"
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msgstr "Eingaben"
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#: ../../docs/about/docs_changelog.rst:40
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#, fuzzy
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msgid ":ref:`doc_input_examples`"
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msgstr ":ref:`Signale <doc_signals>`"
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msgstr ":ref:`Eingangssignale, Beispiel <doc_signals>`"
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#: ../../docs/about/docs_changelog.rst:43
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msgid "Internationalization"
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msgstr "Internationalisierung"
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#: ../../docs/about/docs_changelog.rst:45
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#, fuzzy
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msgid ":ref:`doc_localization_using_gettext`"
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msgstr "Lokalisierung"
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msgstr ":ref:`Lokalisation mittels gettext<doc_localization_using_gettext>`"
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#: ../../docs/about/docs_changelog.rst:48
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#: ../../docs/about/docs_changelog.rst:162
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@@ -115,22 +111,18 @@ msgid "Your First Shader Series:"
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msgstr "Deine erste Shader-Serie:"
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#: ../../docs/about/docs_changelog.rst:52
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#, fuzzy
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msgid ":ref:`doc_what_are_shaders`"
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msgstr ":ref:`Was sind Shader? <doc_what_are_shaders>`"
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#: ../../docs/about/docs_changelog.rst:53
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#, fuzzy
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msgid ":ref:`doc_your_first_canvasitem_shader`"
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msgstr ":ref:`Dein erster CanvasItem-Shader <doc_canvas_item_shader>`"
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#: ../../docs/about/docs_changelog.rst:54
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#, fuzzy
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msgid ":ref:`doc_your_first_spatial_shader`"
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msgstr ":ref:`Dein erster Spatial-Shader <doc_your_first_spatial_shader>`"
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#: ../../docs/about/docs_changelog.rst:55
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#, fuzzy
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msgid ":ref:`doc_your_second_spatial_shader`"
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msgstr ""
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":ref:`Dein erster Spatial Shader: Teil 2 <doc_your_second_spatial_shader>`"
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@@ -140,9 +132,8 @@ msgid "Networking"
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msgstr "Networking"
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#: ../../docs/about/docs_changelog.rst:60
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#, fuzzy
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msgid ":ref:`doc_webrtc`"
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msgstr ":ref:`Exportieren <doc_exporting>`"
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msgstr ":ref:`Exportieren <doc_webrtc>`"
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#: ../../docs/about/docs_changelog.rst:63
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#: ../../docs/about/docs_changelog.rst:182
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@@ -150,19 +141,16 @@ msgid "Plugins"
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msgstr "Erweiterungen"
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#: ../../docs/about/docs_changelog.rst:65
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#, fuzzy
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msgid ":ref:`doc_android_plugin`"
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msgstr ":ref:`Android-Plugins erstellen <doc_android_plugin>`"
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#: ../../docs/about/docs_changelog.rst:66
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#, fuzzy
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msgid ":ref:`doc_inspector_plugins`"
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msgstr ":ref:`Spatial gizmo Plug-Ins <doc_spatial_gizmo_plugins>`"
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msgstr ":ref:`Räumlich Dinge -Plug-Ins <doc_spatial_gizmo_plugins>`"
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#: ../../docs/about/docs_changelog.rst:67
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#, fuzzy
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msgid ":ref:`doc_visual_shader_plugins`"
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msgstr ":ref:`Spatial gizmo Plug-Ins <doc_spatial_gizmo_plugins>`"
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msgstr ":ref:`Visuele Shader Plugins <doc_visual_shader_plugins>`"
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#: ../../docs/about/docs_changelog.rst:70
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#: ../../docs/about/docs_changelog.rst:193
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@@ -191,42 +179,37 @@ msgid ":ref:`doc_arraymesh`"
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msgstr ":ref:`Arraymesh <doc_arraymesh>`"
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#: ../../docs/about/docs_changelog.rst:80
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#, fuzzy
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msgid ":ref:`doc_surfacetool`"
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msgstr ":ref:`CSG <doc_csg_tools>`"
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msgstr ":ref:`Oberfläche <doc_csg_tools>`"
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#: ../../docs/about/docs_changelog.rst:81
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#, fuzzy
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msgid ":ref:`doc_meshdatatool`"
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msgstr ":ref:`CSG <doc_csg_tools>`"
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msgstr ":ref:`Meshdatentool <doc_meshdatatoo>`"
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#: ../../docs/about/docs_changelog.rst:82
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#, fuzzy
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msgid ":ref:`doc_immediategeometry`"
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msgstr ":ref:`Partikelshader <doc_particle_shader>`"
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msgstr ":ref:`Sofortige Geometrie <doc_immediategeometry>`"
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#: ../../docs/about/docs_changelog.rst:85
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msgid "Optimization"
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msgstr "Optimierungen"
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#: ../../docs/about/docs_changelog.rst:87
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#, fuzzy
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msgid ":ref:`doc_using_multimesh`"
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msgstr ":ref:`Verwendung von MultiMesh's <doc_making_trees>`"
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msgstr ":ref:`Verwendung von MultiMeshs <doc_using_multimesh>`"
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#: ../../docs/about/docs_changelog.rst:88
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#, fuzzy
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msgid ":ref:`doc_using_servers`"
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msgstr ":ref:`Server verwenden <doc_making_trees>`"
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msgstr ":ref:`Server verwenden <doc_using_servers>`"
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#: ../../docs/about/docs_changelog.rst:91
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msgid "Legal"
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msgstr "Rechtliches"
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#: ../../docs/about/docs_changelog.rst:93
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#, fuzzy
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msgid ":ref:`doc_complying_with_licenses`"
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msgstr ":ref:`Einhalten von Lizenzen <doc_complying_with_licenses>`"
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msgstr ""
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":ref:`Einhalten von Lizenzen beim Kommpelieren <doc_complying_with_licenses>`"
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#: ../../docs/about/docs_changelog.rst:96
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msgid "New tutorials since version 3.0"
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@@ -237,12 +220,10 @@ msgid "Step by step"
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msgstr "Schritt für Schritt"
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#: ../../docs/about/docs_changelog.rst:101
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#, fuzzy
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msgid ":ref:`doc_signals`"
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msgstr ":ref:`Signale <doc_signals>`"
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#: ../../docs/about/docs_changelog.rst:102
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#, fuzzy
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msgid ":ref:`doc_exporting`"
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msgstr ":ref:`Exportieren <doc_exporting>`"
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@@ -251,72 +232,61 @@ msgid "Scripting"
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msgstr "Scripting"
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#: ../../docs/about/docs_changelog.rst:107
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#, fuzzy
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msgid ":ref:`doc_gdscript_static_typing`"
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msgstr ":ref:`Typisiertes GDscript <doc_gdscript_static_typing>`"
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msgstr ":ref:`Typisiertes statisches GDscript <doc_gdscript_static_typing>`"
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#: ../../docs/about/docs_changelog.rst:112
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msgid "Best Practices:"
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msgstr "Bewährte Techniken:"
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#: ../../docs/about/docs_changelog.rst:114
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#, fuzzy
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msgid ":ref:`doc_introduction_best_practices`"
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msgstr ":ref:`Einführung <doc_introduction_best_practices>`"
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msgstr ":ref:`Einleitung <doc_introduction_best_practices>`"
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#: ../../docs/about/docs_changelog.rst:115
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#, fuzzy
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msgid ":ref:`doc_what_are_godot_classes`"
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msgstr ":ref:`Was sind Godot Klassen <doc_what_are_godot_classes>`"
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#: ../../docs/about/docs_changelog.rst:116
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#, fuzzy
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msgid ":ref:`doc_scene_organization`"
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msgstr ":ref:`Szenenorganisation <doc_scene_organization>`"
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#: ../../docs/about/docs_changelog.rst:117
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#, fuzzy
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msgid ":ref:`doc_scenes_versus_scripts`"
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msgstr ":ref:`Szenen Versus Skripte <doc_scenes_versus_scripts>`"
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msgstr ""
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":ref:`Wann Szenen oder Skripte verwendet werden sollten "
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"<doc_scenes_versus_scripts>`"
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#: ../../docs/about/docs_changelog.rst:118
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#, fuzzy
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msgid ":ref:`doc_autoloads_versus_internal_nodes`"
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msgstr ""
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":ref:`Autoloads vs. interne Nodes <doc_autoloads_versus_internal_nodes>`"
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#: ../../docs/about/docs_changelog.rst:119
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#, fuzzy
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msgid ":ref:`doc_node_alternatives`"
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msgstr ":ref:`Node Alternativen <doc_node_alternatives>`"
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#: ../../docs/about/docs_changelog.rst:120
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#, fuzzy
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msgid ":ref:`doc_godot_interfaces`"
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msgstr ":ref:`Godot Interfaces <doc_godot_interfaces>`"
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msgstr ":ref:`Godot Benutzeroberfläche<doc_godot_interfaces>`"
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#: ../../docs/about/docs_changelog.rst:121
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#, fuzzy
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msgid ":ref:`doc_godot_notifications`"
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msgstr ":ref:`Godot Benachrichtigungen <doc_godot_notifications>`"
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#: ../../docs/about/docs_changelog.rst:122
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#, fuzzy
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msgid ":ref:`doc_data_preferences`"
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msgstr ":ref:`Datenvoreinstellungen <doc_data_preferences>`"
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#: ../../docs/about/docs_changelog.rst:123
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#, fuzzy
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msgid ":ref:`doc_logic_preferences`"
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msgstr ":ref:`Logikvoreinstellungen <doc_logic_preferences>`"
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msgstr ":ref:`Programmieransatz <doc_logic_preferences>`"
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#: ../../docs/about/docs_changelog.rst:128
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#, fuzzy
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msgid ":ref:`doc_2d_lights_and_shadows`"
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msgstr ":ref:`2D Lichter und Schatten <doc_2d_lights_and_shadows>`"
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#: ../../docs/about/docs_changelog.rst:129
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#, fuzzy
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msgid ":ref:`doc_2d_meshes`"
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msgstr ":ref:`2D Meshes <doc_2d_meshes>`"
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@@ -325,47 +295,39 @@ msgid "3D"
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msgstr "3D"
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#: ../../docs/about/docs_changelog.rst:134
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#, fuzzy
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msgid ":ref:`doc_csg_tools`"
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msgstr ":ref:`CSG <doc_csg_tools>`"
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msgstr ":ref:`CSG (Geometrie skalierbarer Körper) <doc_csg_tools>`"
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#: ../../docs/about/docs_changelog.rst:135
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#, fuzzy
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msgid ":ref:`doc_animating_thousands_of_fish`"
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msgstr ":ref:`doc_matrices_and_transforms`"
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msgstr ""
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||||
":ref:`Animierungen von tausenden Fischen<doc_animating_thousands_of_fish>`"
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#: ../../docs/about/docs_changelog.rst:136
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#, fuzzy
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||||
msgid ":ref:`doc_controlling_thousands_of_fish`"
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msgstr ""
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||||
":ref:` Tausende Fische mit Partikeln steuern "
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"<doc_controlling_thousands_of_fish>`"
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msgstr ":ref:` Tausende Fische steuern <doc_controlling_thousands_of_fish>`"
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#: ../../docs/about/docs_changelog.rst:139
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msgid "Physics"
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msgstr "Physik"
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#: ../../docs/about/docs_changelog.rst:141
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#, fuzzy
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msgid ":ref:`doc_ragdoll_system`"
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msgstr ":ref:`Ragdoll System <doc_ragdoll_system>`"
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msgstr ":ref:`Ragdoll (Stoffpupen) System <doc_ragdoll_system>`"
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#: ../../docs/about/docs_changelog.rst:142
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#, fuzzy
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msgid ":ref:`doc_soft_body`"
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msgstr ":ref:`Softbody <doc_soft_body>`"
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msgstr ":ref:`Weicher Körper<doc_soft_body>`"
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#: ../../docs/about/docs_changelog.rst:145
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msgid "Animation"
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||||
msgstr "Animation"
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#: ../../docs/about/docs_changelog.rst:147
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#, fuzzy
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||||
msgid ":ref:`doc_2d_skeletons`"
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||||
msgstr "2D Skelette"
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||||
msgstr ":ref:`2D Skelette<doc_2d_skeletons>`"
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||||
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||||
#: ../../docs/about/docs_changelog.rst:148
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||||
#, fuzzy
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||||
msgid ":ref:`doc_animation_tree`"
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msgstr ":ref:`Animationsbaum <doc_animation_tree>`"
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@@ -374,70 +336,59 @@ msgid "GUI"
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||||
msgstr "GUI"
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||||
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#: ../../docs/about/docs_changelog.rst:153
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||||
#, fuzzy
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||||
msgid ":ref:`doc_gui_containers`"
|
||||
msgstr ":ref:`Container<doc_godot_interfaces>`"
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||||
msgstr ":ref:`Behälterr<doc_gui_containers>`"
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||||
|
||||
#: ../../docs/about/docs_changelog.rst:156
|
||||
msgid "Viewports"
|
||||
msgstr "Ansichtsfenster"
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||||
|
||||
#: ../../docs/about/docs_changelog.rst:158
|
||||
#, fuzzy
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||||
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>`"
|
||||
|
||||
@@ -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 ""
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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."
|
||||
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 ""
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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**)"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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)."
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 ""
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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>`_."
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 won’t ship with the engine. This may include Google AdMob, or FMOD. Any "
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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|"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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 ""
|
||||
|
||||
@@ -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."
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 ""
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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 Godot’s "
|
||||
"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 you’d like. You’re 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 menu’s illustration"
|
||||
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:153
|
||||
#, fuzzy
|
||||
msgid "and the main menu’s 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 "
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 ""
|
||||
|
||||
@@ -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."
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
Reference in New Issue
Block a user