Sync translations with Weblate

This commit is contained in:
Rémi Verschelde
2018-05-18 14:11:51 +02:00
parent 29ff50b802
commit 890c4c31ba
16 changed files with 6228 additions and 2129 deletions

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@@ -2,6 +2,7 @@
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
#
# Josef Kuchař <josef.kuchar267@gmail.com>, 2018.
# Vít Petričák <v.petricak@gmail.com>, 2018.
#
msgid ""
@@ -9,8 +10,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: 2018-04-18 20:36+0000\n"
"Last-Translator: Vít Petričák <v.petricak@gmail.com>\n"
"PO-Revision-Date: 2018-05-15 17:36+0000\n"
"Last-Translator: Josef Kuchař <josef.kuchar267@gmail.com>\n"
"Language-Team: Czech <https://hosted.weblate.org/projects/godot-engine/godot-"
"docs/cs/>\n"
"Language: cs\n"
@@ -89,7 +90,7 @@ msgstr ""
#: ../../docs/index.rst:99 ../../docs/community/index.rst:2
msgid "Community"
msgstr ""
msgstr "Komunita"
#: ../../docs/about/index.rst:2
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:7
@@ -1347,7 +1348,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:94
#: ../../docs/getting_started/editor/external_editor.rst:32
msgid "Editor"
msgstr ""
msgstr "Editor"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:96
msgid ""
@@ -1438,7 +1439,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:163
msgid "Success!"
msgstr ""
msgstr "Úspěch!"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:168
msgid "Configuring the project"
@@ -2020,7 +2021,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:117
msgid "Button"
msgstr ""
msgstr "Tlačítko"
#: ../../docs/getting_started/step_by_step/scripting.rst:119
msgid "The scene tree should look like this:"
@@ -2321,7 +2322,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:85
msgid "Groups"
msgstr ""
msgstr "Skupiny"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:87
msgid ""
@@ -6611,7 +6612,7 @@ msgstr ""
#: ../../docs/development/file_formats/tscn.rst:65
#: ../../docs/community/resources.rst:4
msgid "Resources"
msgstr ""
msgstr "Zdroje"
#: ../../docs/getting_started/step_by_step/resources.rst:7
msgid "Nodes and resources"
@@ -7395,7 +7396,7 @@ msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:18
#: ../../docs/community/contributing/documentation_guidelines.rst:104
msgid "License"
msgstr ""
msgstr "Licence"
#: ../../docs/getting_started/editor/unity_to_godot.rst:18
msgid ""
@@ -7950,7 +7951,7 @@ msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:15
msgid "Path"
msgstr ""
msgstr "Cesta"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:17
msgid ""
@@ -9245,7 +9246,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:211
#: ../../docs/development/cpp/object_class.rst:94
msgid "Constants"
msgstr ""
msgstr "Konstanty"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:549
msgid ""
@@ -9538,7 +9539,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:865
msgid "Classes"
msgstr ""
msgstr "Třídy"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:867
msgid ""
@@ -11587,7 +11588,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:331
msgid "Condition"
msgstr ""
msgstr "Podmínka"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:333
msgid ""
@@ -11599,7 +11600,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:339
msgid "Iterator"
msgstr ""
msgstr "Iterátor"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:341
msgid ""
@@ -11620,7 +11621,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:351
msgid "Return"
msgstr ""
msgstr "Vrátit"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:353
msgid ""
@@ -11630,7 +11631,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:358
msgid "Sequence"
msgstr ""
msgstr "Sekvence"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:360
msgid ""
@@ -11708,7 +11709,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:413
msgid "Call"
msgstr ""
msgstr "Zavolat"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:415
msgid ""
@@ -14224,7 +14225,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:212
msgid "FPS"
msgstr ""
msgstr "FPS"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:214
msgid ""
@@ -14432,7 +14433,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/export/index.rst:2
msgid "Export"
msgstr ""
msgstr "Exportovat"
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:4
msgid "Exporting projects"
@@ -17115,7 +17116,7 @@ msgstr ""
#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:410
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:134
msgid "Tools"
msgstr ""
msgstr "Nástroje"
#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:412
msgid ""
@@ -17317,7 +17318,7 @@ msgstr ""
#: ../../docs/tutorials/2d/particle_systems_2d.rst:139
msgid "Local Coords"
msgstr ""
msgstr "Místní souřadnice"
#: ../../docs/tutorials/2d/particle_systems_2d.rst:141
msgid ""
@@ -17479,7 +17480,7 @@ msgstr ""
#: ../../docs/tutorials/2d/particle_systems_2d.rst:272
msgid "Color"
msgstr ""
msgstr "Barva"
#: ../../docs/tutorials/2d/particle_systems_2d.rst:274
msgid "Used to change the color of the particles being emitted."
@@ -19299,7 +19300,7 @@ msgstr ""
#: ../../docs/tutorials/3d/spatial_material.rst:329
msgid "Depth"
msgstr ""
msgstr "Hloubka"
#: ../../docs/tutorials/3d/spatial_material.rst:331
msgid ""
@@ -29633,7 +29634,7 @@ msgstr ""
#: ../../docs/tutorials/audio/index.rst:2
msgid "Audio"
msgstr ""
msgstr "Zvuk"
#: ../../docs/tutorials/audio/audio_buses.rst:4
#: ../../docs/tutorials/audio/audio_buses.rst:43
@@ -34204,7 +34205,7 @@ msgstr ""
#: ../../docs/tutorials/animation/index.rst:2
#: ../../docs/tutorials/animation/cutout_animation.rst:279
msgid "Animation"
msgstr ""
msgstr "Animace"
#: ../../docs/tutorials/animation/introduction_2d.rst:4
msgid "Introduction to the 2D animation features"
@@ -40705,7 +40706,7 @@ msgstr ""
#: ../../docs/tutorials/shading/shading_language.rst:124
msgid "Members"
msgstr ""
msgstr "Členové"
#: ../../docs/tutorials/shading/shading_language.rst:126
msgid ""
@@ -45187,7 +45188,7 @@ msgstr ""
#: ../../docs/tutorials/plugins/index.rst:2
msgid "Plugins"
msgstr ""
msgstr "Pluginy"
#: ../../docs/tutorials/plugins/editor/index.rst:2
msgid "Editor plugins"
@@ -45677,7 +45678,7 @@ msgstr ""
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:242
msgid "Key"
msgstr ""
msgstr "Klíč"
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:244
msgid "``name``"
@@ -46537,7 +46538,7 @@ msgstr ""
#: ../../docs/tutorials/platform/android_in_app_purchases.rst:121
msgid "Testing"
msgstr ""
msgstr "Testované"
#: ../../docs/tutorials/platform/android_in_app_purchases.rst:123
msgid ""
@@ -47967,7 +47968,7 @@ msgstr ""
#: ../../docs/tutorials/debug/index.rst:2
msgid "Debug"
msgstr ""
msgstr "Ladění"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:4
msgid "Overview of debugging tools"
@@ -47997,7 +47998,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:22
msgid "Deploy with Remote Debug"
msgstr ""
msgstr "Nasazení se vzdáleným laděním"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:24
msgid ""
@@ -48037,7 +48038,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:43
msgid "Sync Scene Changes"
msgstr ""
msgstr "Synchronizovat změny scény"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:45
msgid ""
@@ -48048,7 +48049,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:49
msgid "Sync Script Changes"
msgstr ""
msgstr "Synchornizace změn skriptu"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:51
msgid ""
@@ -48076,7 +48077,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:66
msgid "Debugger"
msgstr ""
msgstr "Ladicí program"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:68
msgid "Monitor the game running process."
@@ -49672,7 +49673,7 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:53
msgid "Run"
msgstr ""
msgstr "Spustit"
#: ../../docs/development/compiling/compiling_for_ios.rst:55
msgid ""

View File

@@ -22,8 +22,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: 2018-05-05 20:37+0000\n"
"Last-Translator: Skayo <jonasg.cool@gmail.com>\n"
"PO-Revision-Date: 2018-05-14 22:37+0000\n"
"Last-Translator: Thomas Eigel <yurumi@gmx.de>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/de/>\n"
"Language: de\n"
@@ -59,6 +59,9 @@ msgid ""
"the documentation for your topic of interest. You can also use the search "
"function in the top left corner."
msgstr ""
"Über das Inhaltsverzeichnis unterhalb und in der Seitenleiste solltest Du "
"einfachen Zugriff auf das interessierende Thema erhalten. Du kannst außerdem "
"die Suche in der Ecke oben links nutzen."
#: ../../docs/index.rst:22
msgid ""
@@ -68,6 +71,12 @@ msgid ""
"something, or cannot find what you are looking for in the docs, help us make "
"the documentation better by letting us know!"
msgstr ""
"Die Godot Engine ist ein quelloffenes Projekt einer Gemeinschaft von "
"Freiwilligen. Das für die Dokumentation zuständige Team ist für "
"Rückmeldungen und Hilfe dankbar, um Anleitungen und die Klassenreferenz zu "
"verbessern. Wenn Du etwas nicht verstehst oder Du etwas in der Dokumentation "
"nicht finden kannst, hilf uns die Dokumentation zu verbessern, indem Du uns "
"Bescheid gibst!"
#: ../../docs/index.rst:29
msgid ""
@@ -90,15 +99,15 @@ msgstr "Allgemein"
#: ../../docs/index.rst:53
msgid "Getting started"
msgstr ""
msgstr "Erste Schritte"
#: ../../docs/index.rst:64 ../../docs/community/tutorials.rst:4
msgid "Tutorials"
msgstr ""
msgstr "Anleitungen"
#: ../../docs/index.rst:89
msgid "Development"
msgstr ""
msgstr "Entwicklung"
#: ../../docs/index.rst:99 ../../docs/community/index.rst:2
msgid "Community"
@@ -221,7 +230,6 @@ msgstr ""
"(HTML5)."
#: ../../docs/about/introduction.rst:34
#, fuzzy
msgid ""
"Godot is completely free and open source under the permissive MIT license. "
"No strings attached, no royalties, nothing. Users' games are theirs, down to "
@@ -230,7 +238,7 @@ msgid ""
"expectations. It is supported by the `Software Freedom Conservancy <https://"
"sfconservancy.org>`_ not-for-profit."
msgstr ""
"Godot ist vollständig frei und open source und steht unter der äußerst "
"Godot ist vollständig frei und quelloffen und steht unter der äußerst "
"freizügigen MIT-Lizenz. Ohne jeglichen Haken, keine versteckten Gebühren, "
"nichts. Das Spiel gehört ganz allein dem Nutzer, bis zur letzten Zeile "
"Engine-Code. Die Godot-Weiterentwicklung ist vollständig unabhängig, "
@@ -328,10 +336,10 @@ msgid ""
"step_by_step>` tutorial which should be the entry point for all new users."
msgstr ""
"Der Abschnitt :ref:`sec-learn` ist der hauptsächliche Daseinszweck dieser "
"Dokumentation, da er alle nötigen Informationen zur Verwendung der Engine in "
"Spielen enthält. Er beginnt mit dem :ref:`Step by step <toc-learn-"
"step_by_step>` Tutorial, welches der Einstiegspunkt für alle Neueinsteiger "
"ist."
"Dokumentation, da er alle nötigen Informationen zur Verwendung der Engine "
"zum Entwickeln von Spielen enthält. Er beginnt mit dem :ref:`Step by step "
"<toc-learn-step_by_step>` Tutorial, welches der Einstiegspunkt für alle "
"Neueinsteiger ist."
#: ../../docs/about/introduction.rst:80
msgid ""
@@ -745,7 +753,6 @@ msgstr ""
"unterstützt."
#: ../../docs/about/faq.rst:128
#, fuzzy
msgid ""
"GDScript was designed to solve the issues above, and performs well in all "
"the above scenarios. Please learn GDScript and enjoy a smooth integration of "
@@ -753,10 +760,10 @@ msgid ""
"when things just work). It's worth it, give it a try!"
msgstr ""
"GDScript wurde mit dem Ziel entwickelt, die obigen Probleme zu lösen, und "
"funktionert wunderbar in all den oben genannten Szenarien. Bitte lerne "
"funktioniert wunderbar in all den oben genannten Szenarien. Bitte lerne "
"GDScript und erfreue dich der sehr gelungenen Integration von Skripten in "
"die Spieleengine (Ja, es ist eine sehr seltene aber erfreuliche Situation, "
"wenn einfach alles funktioniert). Es ist es wert, versuche es einfach!"
"die Spiele-Engine (Ja, es ist eine sehr seltene aber erfreuliche Situation, "
"wenn einfach alles funktioniert). Es lohnt sich, versuche es einfach!"
#: ../../docs/about/faq.rst:135
msgid "I want to extend Godot. What are my options for creating plugins?"
@@ -986,17 +993,16 @@ msgid "And that's it! Your game should work in multiple resolutions."
msgstr "Und das war's! Das Spiel sollte in mehreren Auflösungen funktionieren."
#: ../../docs/about/faq.rst:223
#, fuzzy
msgid ""
"If there is a desire to make your game also work on ancient devices with "
"tiny screens (less than 300 pixels in width), you can use the export option "
"to shrink images, and set that build to be used for certain screen sizes in "
"the App Store or Google Play."
msgstr ""
"Wenn es wirklich nötig werden sollte, das Spiel auf älteren Geräten mit "
"kleinen Bildschirmen (weniger als 300 Pixel horizontal), dann kann die "
"Export-Funktion benutzt werden, um die Bilder zu verkleinern und für "
"bestimmte Auflösungen im Google Play Store oder im Apple Store freizugeben."
"Ist es erwünscht, das Spiel auf älteren Geräten mit kleinen Bildschirmen "
"(weniger als 300 Pixel horizontal) laufen zu lassen, können die Bilder mit "
"der Export-Option verkleinert werden und für bestimmte Bildschirmgrößen im "
"Google Play Store oder im Apple Store genutzt werden."
#: ../../docs/about/faq.rst:229
msgid "I have a great idea that will make Godot better. What do you think?"
@@ -1204,11 +1210,11 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/index.rst:2
msgid "Step by step"
msgstr ""
msgstr "Schritt für Schritt"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:4
msgid "Introduction to Godots editor"
msgstr ""
msgstr "Einführung in den Godot-Editor"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:6
msgid ""
@@ -1216,16 +1222,21 @@ msgid ""
"the **Project Manager, docks, workspaces** and everything you need to know "
"to get started with the engine."
msgstr ""
"Diese Anleitung zeigt dir die Oberfläche von Godot. Wir werden einen Blick "
"auf **die Projektverwaltung, andockbare Bereiche, Arbeitsbereiche** und "
"alles, was du zum Loslegen mit der Engine wissen musst, werfen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:11
msgid "Project manager"
msgstr ""
msgstr "Projektverwaltung"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:13
msgid ""
"When you launch Godot, the first window youll see is the Project Manager. "
"It lets you create, remove, import or play game projects."
msgstr ""
"Wenn du Godot startest, erscheint als erstes Fenster die Projektverwaltung. "
"Hier kannst du Projekte erzeugen, entfernen, importieren oder spielen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:16
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:46
@@ -1239,6 +1250,8 @@ msgid ""
"In the top-right corner youll find a drop-down menu to change the editors "
"language."
msgstr ""
"In der rechten oberen Ecke findest du ein Aufklappmenü, um die Sprache des "
"Editors zu ändern."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:21
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:54
@@ -1260,7 +1273,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:29
msgid "Create or import a project"
msgstr ""
msgstr "Erzeugen oder Importieren eines Projekts"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:31
msgid ""
@@ -9407,6 +9420,8 @@ msgid ""
"2D vector type containing ``x`` and ``y`` fields. Can also be accessed as "
"array."
msgstr ""
"2D-Vektortyp, der ``x`` und ``y`` Felder enthält. Kann auch als Array "
"angesprochen werden."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:383
msgid ":ref:`Rect2 <class_Rect2>`"
@@ -9417,6 +9432,9 @@ msgid ""
"2D Rectangle type containing two vectors fields: ``position`` and ``size``. "
"Alternatively contains an ``end`` field which is ``position+size``."
msgstr ""
"2D-Rechtecktyp, der zwei Vektorenfelder enthält: ``Position`` und ``Größe``. "
"Alternativ kann auch ein ``Ende``-Feld enthalten sein, welches ``Position"
"+Größe`` ist."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:389
msgid ":ref:`Vector3 <class_Vector3>`"
@@ -9427,6 +9445,8 @@ msgid ""
"3D vector type containing ``x``, ``y`` and ``z`` fields. This can also be "
"accessed as an array."
msgstr ""
"3D-Vektortyp, der die Felder ``x``, ``y`` und ``z`` enthält. Auf diese kann "
"auch als Array zugegriffen werden."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:395
msgid ":ref:`Transform2D <class_Transform2D>`"
@@ -9487,6 +9507,9 @@ msgid ""
"3x3 matrix used for 3D rotation and scale. It contains 3 vector fields "
"(``x``, ``y`` and ``z``) and can also be accessed as an array of 3D vectors."
msgstr ""
"3x3-Matrix für 3D-Rotation und Skalierung. Es enthält 3 Vektorfelder "
"(``x```, ``y`` und ``z``) und kann auch als Array von 3D-Vektoren "
"angesprochen werden."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:426
msgid ":ref:`Transform <class_Transform>`"
@@ -9496,6 +9519,8 @@ msgstr ":ref:`Transform <class_Transform>`"
msgid ""
"3D Transform contains a Basis field ``basis`` and a Vector3 field ``origin``."
msgstr ""
"3D Transform enthält ein Basisfeld ```basis`` und ein Vector3-Feld "
"``origin``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:432
msgid "Engine built-in types"
@@ -9534,6 +9559,8 @@ msgstr ":ref:`RID <class_RID>`"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:449
msgid "Resource ID (RID). Servers use generic RIDs to reference opaque data."
msgstr ""
"Ressourcen-ID (RID). Server verwenden generische RIDs, um opake Daten zu "
"referenzieren."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:452
msgid ":ref:`Object <class_Object>`"
@@ -9623,6 +9650,8 @@ msgstr ":ref:`Dictionary <class_Dictionary>`"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:494
msgid "Associative container which contains values referenced by unique keys."
msgstr ""
"Zugehöriger Container, der durch eindeutige Schlüssel referenzierte Werte "
"enthält."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:507
msgid ""
@@ -9708,6 +9737,8 @@ msgstr ""
msgid ""
"A function can ``return`` at any point. The default return value is ``null``."
msgstr ""
"Eine Funktion kann jederzeit ``zurückkehren``. Der Standard-Rückgabewert ist "
"``null``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:607
msgid "Referencing Functions"
@@ -11981,6 +12012,8 @@ msgid ""
"To use the variable in the script, simply drag it to the canvas to create a "
"getter:"
msgstr ""
"Um die Variable in dem Skript zu verwenden, ziehe sie einfach in das Canvas "
"um ein Getter zu erstellen."
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:158
msgid "Likewise, hold *Control* (*Command* on Mac) to drop a setter:"

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@@ -3,14 +3,16 @@
# This file is distributed under the same license as the Godot Engine package.
#
# Javier Elias Barrón López <isc.jbarron@gmail.com>, 2018.
# Javier Ocampos <xavier.ocampos@gmail.com>, 2018.
# Lukas <crakernet0@gmail.com>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: 2018-04-21 12:41+0000\n"
"Last-Translator: Javier Elias Barrón López <isc.jbarron@gmail.com>\n"
"PO-Revision-Date: 2018-05-17 20:41+0000\n"
"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n"
"Language-Team: Spanish (Mexico) <https://hosted.weblate.org/projects/godot-"
"engine/godot-docs/es_MX/>\n"
"Language: es_MX\n"
@@ -149,7 +151,7 @@ msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:7
#: ../../docs/development/cpp/creating_android_modules.rst:7
msgid "Introduction"
msgstr "Introducción"
msgstr ""
#: ../../docs/about/introduction.rst:11
msgid ""
@@ -158,11 +160,6 @@ msgid ""
"will find a powerful yet user-friendly tool that you can use to develop any "
"kind of game, for any platform and with no usage restriction whatsoever."
msgstr ""
"Bienvenido a la documentación oficial de Godot Engine, ¡el motor de "
"videojuegos 2D y 3D libre, de código abierto y guiado por la comunidad!. "
"Detrás de todo esto, encontrarás una herramienta fácil de usar, y poderosa, "
"que puedes usar para desarrollar cualquier clase de juego, para cualquier "
"plataforma y sin ninguna restricción."
#: ../../docs/about/introduction.rst:16
msgid ""
@@ -170,14 +167,10 @@ msgid ""
"contents of this documentation, so that you know where to start if you are a "
"beginner or where to look if you need info on a specific feature."
msgstr ""
"El objetivo de esta página es el de dar una breve presentación del motor y "
"del contenido de esta documentación, para que así puedas saber en dónde "
"comenzar si eres un principiante o dónde buscar si necesitas información de "
"una característica específica."
#: ../../docs/about/introduction.rst:21
msgid "About Godot Engine"
msgstr "Acerca de Godot Engine"
msgstr ""
#: ../../docs/about/introduction.rst:23
msgid ""
@@ -185,10 +178,6 @@ msgid ""
"Godot in a few words. Here's however our PR presentation, which you are free "
"to reuse if you need a quick writeup about Godot Engine."
msgstr ""
"Un juego es una herramienta compleja y es por eso que es difícil presentar a "
"Godot en pocas palabras. Sin embargo aquí está nuestra presentación pública, "
"la cuál eres libre de reutilizar si necesitas un resumen rápido de Godot "
"Engine."
#: ../../docs/about/introduction.rst:27
msgid ""
@@ -199,16 +188,8 @@ msgid ""
"platforms, including the major desktop platforms (Linux, macOS, Windows) as "
"well as mobile (Android, iOS) and web-based (HTML5) platforms."
msgstr ""
"Godot Engine es un motor de videojuegos multiplataforma lleno de funciones "
"para crear videojuegos 2D y 3D desde una interfaz unificada. Proveé un juego "
"comprensivo de herramientas comunes, para que los usuarios puedan "
"concentrarse en hacer juegos sin tener que reinventar la rueda. Los juegos "
"pueden ser exportados en un solo click a varias plataformas, incluyendo los "
"sistemas operativos principales (Linux, MacOS y Windows) así como para "
"móviles (Android y iOS) y plataformas web (HTML5)."
#: ../../docs/about/introduction.rst:34
#, fuzzy
msgid ""
"Godot is completely free and open source under the permissive MIT license. "
"No strings attached, no royalties, nothing. Users' games are theirs, down to "
@@ -217,13 +198,6 @@ msgid ""
"expectations. It is supported by the `Software Freedom Conservancy <https://"
"sfconservancy.org>`_ not-for-profit."
msgstr ""
"Godot es completamente gratis y de código abierto bajo la muy permisiva "
"licencia MIT. Sin compromisos, sin regalias, nada. Los juegos de los "
"usuarios son propiedad de ellos, hasta la última línea de código. El "
"desarrollo de Godot es completamente independiente y guiado por la "
"comunidad, permitiendo a los usuarios ayudar en el desarrollo del motor para "
"que cumpla con sus expectativas. Esta protegido por la `Software Freedom "
"Conservancy <https://sfconservancy.org>` sin fines de lucro."
#: ../../docs/about/introduction.rst:41
msgid ""
@@ -231,13 +205,10 @@ msgid ""
"documentation further, especially the :ref:`Step by step <toc-learn-"
"step_by_step>` tutorial."
msgstr ""
"Para una vista mas profunda del motor, se te invita a seguir leyendo esta "
"documentación, especialmente el tutorial :ref:`Paso a Paso <toc-learn-"
"step_by_step>`."
#: ../../docs/about/introduction.rst:46
msgid "About the documentation"
msgstr "Acerca de la documentación"
msgstr ""
#: ../../docs/about/introduction.rst:48
msgid ""
@@ -248,12 +219,6 @@ msgid ""
"open source `Sphinx <http://www.sphinx-doc.org>`_ and `ReadTheDocs <https://"
"readthedocs.org/>`_ tools."
msgstr ""
"Esta documentación es escrita, corregida, editada y actualizada por miembros "
"de la comunidad de Godot Engine. Es editada por medio de archivos de texto "
"en el lenguaje `reStructuredText <http://www.sphinx-doc.org/en/stable/rest."
"html>` y luego compilado a un sitio estático/documentación fuera de línea "
"usando las herramientas de código abierto `Sphinx <http://www.sphinx-doc."
"org>`_ y `ReadTheDocs <https://readthedocs.org/>`_ tools."
#: ../../docs/about/introduction.rst:55
msgid ""
@@ -263,11 +228,6 @@ msgid ""
"on `Hosted Weblate <https://hosted.weblate.org/projects/godot-engine/godot-"
"docs/>`_."
msgstr ""
"Puedes contribuir a la documentación de Godot abriendo tickets de problemas "
"o enviando parches mediante solicitudes pull en su GitHub `source repository "
"<https://github.com/godotengine/godot-docs>`_, o traduciéndola a tu idioma "
"en `Hosted Weblate <https://hosted.weblate.org/projects/godot-engine/godot-"
"docs/>`_."
#: ../../docs/about/introduction.rst:61
msgid ""
@@ -276,14 +236,10 @@ msgid ""
"attribution to \"Juan Linietsky, Ariel Manzur and the Godot Engine community"
"\"."
msgstr ""
"Todo el contenido está bajo la licencia permisiva Creative Commons "
"Attribution 3.0 (`CC-BY 3.0 <https://creativecommons.org/licenses/by/3.0/"
">`_), atribuida a \"Juan Linietsky, Ariel Manzur y la comunidad de Godot "
"Engine\"."
#: ../../docs/about/introduction.rst:66
msgid "Organisation of the documentation"
msgstr "Organización de la documentación"
msgstr ""
#: ../../docs/about/introduction.rst:68
msgid ""
@@ -291,9 +247,6 @@ msgid ""
"unbalanced distribution of contents but the way it is split up should be "
"relatively intuitive:"
msgstr ""
"Esta documentación está organizada en cinco secciones con una distribución "
"de contenido impresionantemente desbalanceada - pero la forma en que está "
"dividida debería ser relativamente intuitiva:"
#: ../../docs/about/introduction.rst:72
msgid ""
@@ -301,9 +254,6 @@ msgid ""
"information about the engine, its history, its licensing, authors, etc. It "
"also contains the :ref:`doc_faq`."
msgstr ""
"La sección :ref:`sec-general` contiene esta introducción así como también "
"información acerca del motor, su historia, sus licencias, autores, etc. "
"También contiene las preguntas frequentes :ref:`doc_faq`."
#: ../../docs/about/introduction.rst:75
msgid ""
@@ -312,20 +262,12 @@ msgid ""
"engine to make games. It starts with the :ref:`Step by step <toc-learn-"
"step_by_step>` tutorial which should be the entry point for all new users."
msgstr ""
"La sección :ref:`sec-learn` es la principal razón de esta documentación, "
"pues contiene toda la información necesaria sobre cómo usar el motor para "
"crear juegos. Inicia con el tutorial :ref:`Paso a paso <toc-learn-"
"step_by_step>` que debería ser el punto de entrada para todos los usuarios "
"nuevos."
#: ../../docs/about/introduction.rst:80
msgid ""
"The :ref:`sec-tutorials` section, on the other hand, can be read as needed, "
"in any order. It contains many feature-specific tutorials and documentations."
msgstr ""
"La sección :ref:`sec-tutorials`, por otra parte, puede ser consultada "
"conforme se necesite, en cualquier orden. Contiene muchos tutoriales y "
"documentación de características específicas."
#: ../../docs/about/introduction.rst:82
msgid ""
@@ -333,9 +275,6 @@ msgid ""
"to the engine development, with information on compiling the engine, "
"developing C++ modules or editor plugins."
msgstr ""
"La sección :ref:`sec-devel` está dirigida hacia usuarios avanzados y "
"contribuyentes del desarrollo del motor, contiene información acerca de cómo "
"compilar el motor y desarrollar módulos o plugins para el editor en C++."
#: ../../docs/about/introduction.rst:85
msgid ""
@@ -345,11 +284,6 @@ msgid ""
"channels like IRC and Discord and contains a list of recommended third-party "
"tutorials outside of this documentation."
msgstr ""
"La sección :ref:`sec-community` proveé información relacionada a cómo "
"contribuir al desarrollo del motor y la vida de la comunidad, por ejemplo: "
"cómo reportar bugs, ayudar con la documentación, etc. También refiere a "
"varios canales de la comunidad como IRC y Discord y contiene una lista de "
"tutoriales de terceros recomendados fuera de esta documentación."
#: ../../docs/about/introduction.rst:90
msgid ""

View File

@@ -2,6 +2,7 @@
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
#
# Daris C. Mondigo <mondigodc@gmail.com>, 2018.
# Prince Merluza <zero.bash@gmail.com>, 2018.
#
msgid ""
@@ -9,8 +10,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: 2018-04-21 02:36+0000\n"
"Last-Translator: Prince Merluza <zero.bash@gmail.com>\n"
"PO-Revision-Date: 2018-05-15 01:36+0000\n"
"Last-Translator: Daris C. Mondigo <mondigodc@gmail.com>\n"
"Language-Team: Filipino <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/fil/>\n"
"Language: fil\n"
@@ -23,7 +24,7 @@ msgstr ""
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
msgstr ""
msgstr "Dokumentasyon ng Godot - *master* na sangay"
#: ../../docs/index.rst:9
msgid ""

File diff suppressed because it is too large Load Diff

View File

@@ -3,14 +3,15 @@
# This file is distributed under the same license as the Godot Engine package.
#
# Hidetsugu Takahashi <manzyun@gmail.com>, 2018.
# zukkun <zukkun@gmail.com>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: 2018-05-08 19:07+0000\n"
"Last-Translator: Hidetsugu Takahashi <manzyun@gmail.com>\n"
"PO-Revision-Date: 2018-05-15 05:38+0000\n"
"Last-Translator: zukkun <zukkun@gmail.com>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ja/>\n"
"Language: ja\n"
@@ -73,23 +74,23 @@ msgstr ""
#: ../../docs/index.rst:45 ../../docs/community/resources.rst:9
msgid "General"
msgstr ""
msgstr "一般"
#: ../../docs/index.rst:53
msgid "Getting started"
msgstr ""
msgstr "入門"
#: ../../docs/index.rst:64 ../../docs/community/tutorials.rst:4
msgid "Tutorials"
msgstr ""
msgstr "チュートリアル"
#: ../../docs/index.rst:89
msgid "Development"
msgstr ""
msgstr "開発"
#: ../../docs/index.rst:99 ../../docs/community/index.rst:2
msgid "Community"
msgstr ""
msgstr "コミュニティ"
#: ../../docs/about/index.rst:2
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:7
@@ -2045,7 +2046,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:117
msgid "Button"
msgstr ""
msgstr "ボタン"
#: ../../docs/getting_started/step_by_step/scripting.rst:119
msgid "The scene tree should look like this:"
@@ -2346,7 +2347,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:85
msgid "Groups"
msgstr ""
msgstr "グループ"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:87
msgid ""
@@ -6531,7 +6532,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:4
msgid "Animations"
msgstr ""
msgstr "アニメーション"
#: ../../docs/getting_started/step_by_step/animations.rst:9
msgid "Godot's animation system is extremely powerful and flexible."
@@ -6636,7 +6637,7 @@ msgstr ""
#: ../../docs/development/file_formats/tscn.rst:65
#: ../../docs/community/resources.rst:4
msgid "Resources"
msgstr ""
msgstr "リソース"
#: ../../docs/getting_started/step_by_step/resources.rst:7
msgid "Nodes and resources"
@@ -7257,7 +7258,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:35
msgid "AutoLoad"
msgstr ""
msgstr "自動読み込み"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:37
msgid ""
@@ -11580,7 +11581,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:306
msgid "Resource Path"
msgstr ""
msgstr "リソースのパス"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:308
msgid ""
@@ -13562,7 +13563,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:22
msgid "Format"
msgstr ""
msgstr "フォーマット"
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:22
msgid "1 Second of Audio"
@@ -14456,7 +14457,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/export/index.rst:2
msgid "Export"
msgstr ""
msgstr "エクスポート"
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:4
msgid "Exporting projects"
@@ -17341,7 +17342,7 @@ msgstr ""
#: ../../docs/tutorials/2d/particle_systems_2d.rst:139
msgid "Local Coords"
msgstr ""
msgstr "ローカル座標系"
#: ../../docs/tutorials/2d/particle_systems_2d.rst:141
msgid ""
@@ -17503,7 +17504,7 @@ msgstr ""
#: ../../docs/tutorials/2d/particle_systems_2d.rst:272
msgid "Color"
msgstr ""
msgstr ""
#: ../../docs/tutorials/2d/particle_systems_2d.rst:274
msgid "Used to change the color of the particles being emitted."
@@ -19323,7 +19324,7 @@ msgstr ""
#: ../../docs/tutorials/3d/spatial_material.rst:329
msgid "Depth"
msgstr ""
msgstr "奥行き"
#: ../../docs/tutorials/3d/spatial_material.rst:331
msgid ""
@@ -29657,7 +29658,7 @@ msgstr ""
#: ../../docs/tutorials/audio/index.rst:2
msgid "Audio"
msgstr ""
msgstr "オーディオ"
#: ../../docs/tutorials/audio/audio_buses.rst:4
#: ../../docs/tutorials/audio/audio_buses.rst:43
@@ -34228,7 +34229,7 @@ msgstr ""
#: ../../docs/tutorials/animation/index.rst:2
#: ../../docs/tutorials/animation/cutout_animation.rst:279
msgid "Animation"
msgstr ""
msgstr "アニメーション"
#: ../../docs/tutorials/animation/introduction_2d.rst:4
msgid "Introduction to the 2D animation features"
@@ -35944,7 +35945,7 @@ msgstr ""
#: ../../docs/tutorials/io/background_loading.rst:24
#: ../../docs/community/contributing/updating_the_class_reference.rst:227
msgid "Usage"
msgstr ""
msgstr "使用"
#: ../../docs/tutorials/io/background_loading.rst:26
msgid "Usage is generally as follows"
@@ -39418,7 +39419,7 @@ msgstr ""
#: ../../docs/tutorials/gui/gui_skinning.rst:25
msgid "Theme"
msgstr ""
msgstr "テーマ"
#: ../../docs/tutorials/gui/gui_skinning.rst:27
msgid ""
@@ -45211,7 +45212,7 @@ msgstr ""
#: ../../docs/tutorials/plugins/index.rst:2
msgid "Plugins"
msgstr ""
msgstr "プラグイン"
#: ../../docs/tutorials/plugins/editor/index.rst:2
msgid "Editor plugins"
@@ -45701,7 +45702,7 @@ msgstr ""
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:242
msgid "Key"
msgstr ""
msgstr "キー"
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:244
msgid "``name``"
@@ -47169,7 +47170,7 @@ msgstr ""
#: ../../docs/tutorials/misc/binary_serialization_api.rst:23
msgid "Value"
msgstr ""
msgstr ""
#: ../../docs/tutorials/misc/binary_serialization_api.rst:25
msgid "0"
@@ -48021,7 +48022,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:22
msgid "Deploy with Remote Debug"
msgstr ""
msgstr "リモートデバッグ付きでデプロイ(提供)する"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:24
msgid ""
@@ -48100,7 +48101,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:66
msgid "Debugger"
msgstr ""
msgstr "デバッガ"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:68
msgid "Monitor the game running process."
@@ -48108,7 +48109,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:71
msgid "Errors"
msgstr ""
msgstr "エラー"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:73
msgid "Print out errors when running the game."
@@ -48116,7 +48117,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:76
msgid "Profiler"
msgstr ""
msgstr "プロファイラー"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:78
msgid "Profiling the performance of the any function call in the running game."
@@ -48124,7 +48125,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:81
msgid "Monitors"
msgstr ""
msgstr "モニター"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:83
msgid ""
@@ -48134,7 +48135,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:86
msgid "Video Mem"
msgstr ""
msgstr "ビデオメモリー"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88
msgid "Listing the video memory usage of the running game."
@@ -48142,7 +48143,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:91
msgid "Misc"
msgstr ""
msgstr "その他"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:93
msgid "Miscellaneous options for debug."
@@ -49696,7 +49697,7 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:53
msgid "Run"
msgstr ""
msgstr "実行"
#: ../../docs/development/compiling/compiling_for_ios.rst:55
msgid ""
@@ -50963,7 +50964,7 @@ msgstr ""
#: ../../docs/development/cpp/core_types.rst:145
msgid "Set"
msgstr ""
msgstr "設定"
#: ../../docs/development/cpp/core_types.rst:146
msgid "Map"
@@ -51463,7 +51464,7 @@ msgstr ""
#: ../../docs/development/cpp/object_class.rst:256
msgid "Resources:"
msgstr ""
msgstr "リソース:"
#: ../../docs/development/cpp/object_class.rst:258
msgid ""
@@ -55435,7 +55436,7 @@ msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:280
msgid "Localization"
msgstr ""
msgstr "ローカライズ"
#: ../../docs/community/contributing/updating_the_class_reference.rst:282
msgid ""

View File

@@ -3,6 +3,8 @@
# This file is distributed under the same license as the Godot Engine package.
#
# geun-tak Jeong <beroberos@gmail.com>, 2018.
# lptprjh <lptprjh@gmail.com>, 2018.
# MJ Kim <mjnkim@protonmail.com>, 2018.
# Sun Kim <perplexingsun@gmail.com>, 2018.
# 박한얼 <volzhs@gmail.com>, 2018.
# 송태섭 <xotjq237@gmail.com>, 2018.
@@ -12,7 +14,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: 2018-05-08 19:07+0000\n"
"PO-Revision-Date: 2018-05-16 09:39+0000\n"
"Last-Translator: 송태섭 <xotjq237@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ko/>\n"
@@ -25,7 +27,7 @@ msgstr ""
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
msgstr ""
msgstr "Godot 문서 *master* 지점"
#: ../../docs/index.rst:9
msgid ""
@@ -33,6 +35,8 @@ msgid ""
"documentation of the current **stable** branch? `Have a look here <http://"
"docs.godotengine.org/en/stable>`_."
msgstr ""
"이 문서는 불안정한 (master) 지점입니다. **안정된** 지점의 문서를 찾으시나요? "
"<http://docs.godotengine.org/en/stable>`_로 가세요."
#: ../../docs/index.rst:13
msgid ""
@@ -42,6 +46,9 @@ msgid ""
"<doc_about_intro>` to get an overview of what this documentation has to "
"offer."
msgstr ""
"무료 오픈 소스이자 커뮤니티 참여로 개발되는 Godot Engine의 공식 문서에 오신 "
"것을 환영합니다! 처음이시라면, 문서에 대한 전반적인 `소개 페이지"
"<doc_about_intro>`를 읽어보시기를 권장합니다."
#: ../../docs/index.rst:18
msgid ""
@@ -49,6 +56,8 @@ msgid ""
"the documentation for your topic of interest. You can also use the search "
"function in the top left corner."
msgstr ""
"본문 아래 및 좌측 사이드바에 있는 목차, 또는 좌측 상단의 검색창을 통해 원하시"
"는 문서를 열람하실 수 있습니다."
#: ../../docs/index.rst:22
msgid ""
@@ -58,6 +67,10 @@ msgid ""
"something, or cannot find what you are looking for in the docs, help us make "
"the documentation better by letting us know!"
msgstr ""
"Godot Engine은 사용자들에 의해 자발적으로 개발되는 오픈 소스 프로젝트입니다. "
"문서화 팀은 튜토리얼이나 클래스 참조 등을 향상시키는 데에 여러분의 의견을 받"
"고 있습니다. 만약 튜토리얼 중에 이해가 가지 않는 부분이 있거나, 설명이 애매하"
"거나 부족한 부분이 있다면 저희에게 의견을 제출해 주세요!"
#: ../../docs/index.rst:29
msgid ""
@@ -68,11 +81,16 @@ msgid ""
"<https://discord.gg/zH7NUgz>`_, or the ``#godotengine-doc`` channel on `irc."
"freenode.net <http://webchat.freenode.net/?channels=#godotengine-doc>`_!"
msgstr ""
"`깃허브 저장소 <https://github.com/godotengine/godot-docs/issues>`_에서 문제"
"를 제출하거나, `문서 현지화 <https://hosted.weblate.org/engage/godot-engine/"
">`_를 돕거나, `디스코드 <https://discord.gg/zH7NUgz>`_의 ``#documentation``이"
"나 `irc.freenode.net <http://webchat.freenode.net/?channels=#godotengine-"
"doc>`_의 ``#godotengine-doc``에서 우리들과 함께 논의를 할 수도 있습니다!"
#: ../../docs/index.rst:43
msgid ""
"The main documentation for the site is organized into the following sections:"
msgstr ""
msgstr "이 사이트의 주요 문서는 다음과 같이 구성되어 있습니다:"
#: ../../docs/index.rst:45 ../../docs/community/resources.rst:9
msgid "General"
@@ -80,15 +98,15 @@ msgstr "일반"
#: ../../docs/index.rst:53
msgid "Getting started"
msgstr ""
msgstr "시작하기"
#: ../../docs/index.rst:64 ../../docs/community/tutorials.rst:4
msgid "Tutorials"
msgstr ""
msgstr "튜토리얼"
#: ../../docs/index.rst:89
msgid "Development"
msgstr ""
msgstr "개발"
#: ../../docs/index.rst:99 ../../docs/community/index.rst:2
msgid "Community"
@@ -206,7 +224,6 @@ msgstr ""
"있습니다."
#: ../../docs/about/introduction.rst:34
#, fuzzy
msgid ""
"Godot is completely free and open source under the permissive MIT license. "
"No strings attached, no royalties, nothing. Users' games are theirs, down to "
@@ -219,8 +236,8 @@ msgstr ""
"다른 조건도 없고 로열티 요구도 없습니다. 엔진 사용자가 만든 게임은 엔진 코드"
"의 마지막 줄까지 사용자의 소유입니다. Godot의 개발은 독립적이고 커뮤니티가 주"
"도하기 때문에 사용자들 스스로 원하는 대로 엔진의 발전을 도울 수 있습니다. "
"Godot는 `소프트웨어 자유 단체 <https://sfconservancy.org>`로부터 비영리 운"
"지원을 받습니다."
"Godot는 `소프트웨어 자유 단체 <https://sfconservancy.org>`_로부터 비영리 운"
"지원을 받습니다."
#: ../../docs/about/introduction.rst:41
msgid ""
@@ -596,7 +613,6 @@ msgstr ""
"를 사용해보고 그 장점을 직접 경험해보시길 권합니다."
#: ../../docs/about/faq.rst:85
#, fuzzy
msgid ""
"GDScript is designed to integrate from the ground to the way Godot works, "
"more than any other language, and is simple and easy to learn. Takes at most "
@@ -693,16 +709,14 @@ msgstr ""
"Python, JS, AS 등)."
#: ../../docs/about/faq.rst:124
#, fuzzy
msgid ""
"Difficulty to integrate with the code editor for providing code completion, "
"live editing, etc. (all of them). This is well supported by GDScript."
msgstr ""
"코드 완성, 실시간 편집 등을 지원하기 위한 코드 에디터와의 결합이 까다롭습니"
"다. (전부) GDScript는 이 부분이 아주 잘 지원됩니다."
"코드 완성, 실시간 편집 등을 지원하기 위한 코드 에디터와의 결합이 (전부) 까다"
"롭습니다. GDScript는 이 부분이 아주 잘 지원됩니다."
#: ../../docs/about/faq.rst:128
#, fuzzy
msgid ""
"GDScript was designed to solve the issues above, and performs well in all "
"the above scenarios. Please learn GDScript and enjoy a smooth integration of "
@@ -772,7 +786,6 @@ msgid "Why is FBX not supported for import?"
msgstr "왜 FBX 가져오기를 지원하지 않나요?"
#: ../../docs/about/faq.rst:154
#, fuzzy
msgid ""
"FBX SDK has a `restrictive license <http://www.blender.org/bf/"
"Autodesk_FBX_License.rtf>`_, that is incompatible with the `open license "
@@ -783,7 +796,6 @@ msgstr ""
"MIT>`_와 호환되지 않습니다."
#: ../../docs/about/faq.rst:158
#, fuzzy
msgid ""
"That said, Godot's Collada support is good, please use the `OpenCollada "
"<https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ "
@@ -925,16 +937,15 @@ msgid "And that's it! Your game should work in multiple resolutions."
msgstr "다 됐습니다! 게임이 이제 다양한 해상도에서 작동합니다."
#: ../../docs/about/faq.rst:223
#, fuzzy
msgid ""
"If there is a desire to make your game also work on ancient devices with "
"tiny screens (less than 300 pixels in width), you can use the export option "
"to shrink images, and set that build to be used for certain screen sizes in "
"the App Store or Google Play."
msgstr ""
"게임이 오래 된 기기의 (가로 300화소도 안되는) 작은 화면에서도 작동하기를 정"
"원하시다면, 내보내기를 통해 이미지를 수축시켜 앱스토어나 구글 플레이에 적"
"한 화면으로 만들 수 있습니다."
"오래된 기기의 (가로 300화소도 안되는) 작은 화면에서도 게임이 작동하기를 정"
"원하시다면, 내보내기를 통해 이미지를 수축시켜 앱스토어나 구글 플레이에 적"
"한 화면으로 만들 수 있습니다."
#: ../../docs/about/faq.rst:229
msgid "I have a great idea that will make Godot better. What do you think?"
@@ -1114,11 +1125,11 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/index.rst:2
msgid "Step by step"
msgstr ""
msgstr "한 걸음 한 걸음"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:4
msgid "Introduction to Godots editor"
msgstr ""
msgstr "Godot 에디터 소개"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:6
msgid ""
@@ -1126,75 +1137,87 @@ msgid ""
"the **Project Manager, docks, workspaces** and everything you need to know "
"to get started with the engine."
msgstr ""
"이 튜토리얼에서는 Godot의 인터페이스에 대해서 알아볼 것입니다. **프로젝트 매"
"니저, 독, 작업 공간*, 그 외에 엔진을 사용하는 데에 필요한 것들을 살펴봅시다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:11
msgid "Project manager"
msgstr ""
msgstr "프로젝트 매니저"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:13
msgid ""
"When you launch Godot, the first window youll see is the Project Manager. "
"It lets you create, remove, import or play game projects."
msgstr ""
"Godot을 실행하시면 제일 처음에 프로젝트 매니저가 표시됩니다. 프로젝트 매니저"
"에서는 게임 프로젝트를 생성, 삭제, 불러오거나 실행해 볼 수 있습니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:16
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:46
#: ../../docs/tutorials/assetlib/using_assetlib.rst:16
#: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:22
msgid "|image0|"
msgstr ""
msgstr "|image0|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:18
msgid ""
"In the top-right corner youll find a drop-down menu to change the editors "
"language."
msgstr ""
"창의 우측 상단의 지구본 아이콘을 눌러 에디터에서 사용할 언어를 변경하실 수 있"
"습니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:21
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:54
#: ../../docs/tutorials/assetlib/using_assetlib.rst:48
msgid "|image1|"
msgstr ""
msgstr "|image1|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:23
msgid ""
"From the **Templates** tab you can download open source project templates "
"and demos to help you get started faster."
msgstr ""
"**템플릿** 탭에서는 빠른 시작에 도움을 줄 오픈 소스 템플릿과 데모를 다운로드"
"받을 수 있습니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:26
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:68
#: ../../docs/tutorials/assetlib/using_assetlib.rst:58
msgid "|image2|"
msgstr ""
msgstr "|image2|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:29
msgid "Create or import a project"
msgstr ""
msgstr "프로젝트를 생성하거나 불러오기"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:31
msgid ""
"To create a new project, click the ``New Project`` button on the right. Give "
"it a name and choose an empty folder on your computer to save it."
msgstr ""
"새 프로젝트를 만들려면, 오른쪽의 ``새 프로젝트`` 버튼을 누르세요. 이름을 지어"
"주고 저장할 빈 폴더를 선택하세요."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:34
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:88
#: ../../docs/tutorials/assetlib/using_assetlib.rst:83
msgid "|image3|"
msgstr ""
msgstr "|image3|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:36
msgid ""
"Click the Browse button to open Godots file browser and pick a location or "
"type the folders path in the Project Path field."
msgstr ""
"찾아보기 버튼을 눌러 Godot의 파일 브라우저를 열고 위치를 선택하거나 경로를 입"
"력하세요."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:39
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:99
#: ../../docs/tutorials/assetlib/using_assetlib.rst:88
msgid "|image4|"
msgstr ""
msgstr "|image4|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:41
msgid ""
@@ -1202,18 +1225,22 @@ msgid ""
"empty folder and you may click ``Create``. Godot will create the project for "
"you and open it in the editor."
msgstr ""
"오른쪽에 초록불이 들어오면, 엔진이 빈 폴더를 감지했다는 것이므로 ``생성``을 "
"누릅시다. Godot은 프로젝트를 만들고 에디터에서 열어볼 것입니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:45
msgid ""
"The next time youll open Godot, youll see your new project in the list. "
"Double click on it to open it in the editor."
msgstr ""
"다음 번에 Godot을 키게 된다면, 당신의 새 프로젝트가 목록에 있을 겁니다. 더블 "
"클릭으로 에디터를 실행시킵니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:48
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:151
#: ../../docs/tutorials/assetlib/using_assetlib.rst:92
msgid "|image5|"
msgstr ""
msgstr "|image5|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:50
msgid ""
@@ -1221,23 +1248,26 @@ msgid ""
"Locate the folder that contains the project or the ``project.godot`` file to "
"import and edit it."
msgstr ""
"가져오기 버튼을 통해, 비슷한 방법으로 당신은 존재하는 프로젝트를 가져올 수 있"
"습니다. ``project.godot`` 파일이 들어있는 프로젝트의 폴더를 선택해서 가져옵니"
"다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:54
msgid "|image7|"
msgstr ""
msgstr "|image7|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:56
msgid "When the folder path is correct you'll see a green checkmark."
msgstr ""
msgstr "폴더 경로가 올바르다면 녹색 체크 표시가 나타납니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:58
#: ../../docs/tutorials/assetlib/using_assetlib.rst:120
msgid "|image8|"
msgstr ""
msgstr "|image8|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:61
msgid "Your first look at Godots editor"
msgstr ""
msgstr "Godot 에디터의 첫 인상"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:63
msgid ""
@@ -1245,48 +1275,57 @@ msgid ""
"interface with the 3d viewport active. You can change the current workspace "
"at the top of the interface. Click on 2d to switch to the 2d workspace."
msgstr ""
"Godot에 오신 것을 환영합니다! 프로젝트를 열고 당신은 3d 뷰포트가 켜진 에디터"
"의 인터페이스를 보고 계실 겁니다. 맨 위 인터페이스를 통해 작업 공간을 바꿀 "
"수 있습니다. 2d를 눌러 2d 작업 공간으로 바꾸세요."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:68
#: ../../docs/tutorials/assetlib/using_assetlib.rst:141
msgid "|image9|"
msgstr ""
msgstr "|image9|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:70
msgid "Now you should see this interface, with empty docks on the right side."
msgstr ""
msgstr "이제 인터페이스의 오른쪽에 빈 독이 있는 것을 확인할 수 있습니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:72
#: ../../docs/tutorials/assetlib/using_assetlib.rst:147
msgid "|image10|"
msgstr ""
msgstr "|image10|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:74
msgid ""
"At the top, from left to right, you can see the **main menus**, the "
"**workspaces**, and the **playtest buttons**."
msgstr ""
"맨 꼭대기에 있는 메뉴들은, 왼쪽부터 **주 메뉴**, **작업 공간** **실행 및 테스"
"트 버튼들** 입니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:77
msgid ""
"On the left side you have the **FileSystem dock**, where youll manage your "
"project files and assets."
msgstr ""
"왼쪽에는 **파일 시스템 독**이 있는데, 여기서 당신의 프로젝트 파일이나 에셋들"
"을 관리할 수 있습니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:80
#: ../../docs/tutorials/assetlib/using_assetlib.rst:152
msgid "|image11|"
msgstr ""
msgstr "|image11|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:82
msgid ""
"On the right side youll find the **Scene dock** that lists the active "
"scenes content and the **Inspector** in the bottom right corner."
msgstr ""
"오른쪽에는 활성화된 씬의 내용물들을 보여주는 **씬 독**이 있고 바로 아래에는 "
"**인스펙터**가 있습니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:85
#: ../../docs/tutorials/assetlib/using_assetlib.rst:160
msgid "|image12|"
msgstr ""
msgstr "|image12|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:87
msgid ""
@@ -1294,11 +1333,13 @@ msgid ""
"to move, scale or lock your scenes objects. It changes as you jump to "
"different workspaces."
msgstr ""
"이동, 규모, 오브젝트 잠금을 할수 있는 **툴바**가 가운데 바로 위에 있습니다. "
"툴바는 작업 공간마다 그 구성이 다릅니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:91
#: ../../docs/tutorials/assetlib/using_assetlib.rst:167
msgid "|image13|"
msgstr ""
msgstr "|image13|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:93
msgid ""
@@ -1306,45 +1347,54 @@ msgid ""
"editor, the audio mixer… They are wide and can take precious space. Thats "
"why theyre folded by default."
msgstr ""
"**하단 패널**은 디버그 콘솔이나 애니메이션 편집, 오디오 믹서 등이 있고... 그"
"래서 많은 공간을 차지합니다. 그렇기에 이들은 기본적으로 닫혀 있는 상태입니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:97
msgid "|image14|"
msgstr ""
msgstr "|image14|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:100
msgid "The workspaces"
msgstr ""
msgstr "작업 공간"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:102
msgid ""
"You can see four workspace buttons at the top: 2D, 3D, Script and AssetLib."
msgstr ""
"4개의 작업 공간 버튼을 볼 수 있습니다: 2D, 3D, Script 그리고 AssetLib 입니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:105
msgid ""
"Youll use the **2D workspace** for all types of games. On top of 2D games "
"that is where youll build your interfaces. Press F1 to access it. |image15|"
msgstr ""
"당신은 모든 게임을 만들기 위해 **2D 작업 공간**을 사용하게 됩니다. 2D 게임에"
"서 핵심인 인터페이스를 만들기 위한 곳이죠. 단축키는 F1입니다. |image15|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:109
msgid ""
"In the **3D workspace**, you can work with meshes, lights, and design levels "
"for 3D games. Press F2 to access it."
msgstr ""
"**3D 작업 공간**에서는, 3D 게임을 위한 메시와 빛, 레벨 디자인을 할 수 있습니"
"다. 단축키는 F2입니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:112
msgid "|image16|"
msgstr ""
msgstr "|image16|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:114
msgid ""
"Notice the text [perspective] under the toolbar, it is a button that opens a "
"list of options related to the 3D viewport."
msgstr ""
"툴바 아래에 [원근보기] 텍스트를 주목하세요, 이것은 3D 뷰포트와 관련된 설정 목"
"록 버튼입니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:116
msgid "|image20|"
msgstr ""
msgstr "|image20|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:118
msgid ""
@@ -1352,20 +1402,25 @@ msgid ""
"auto-completion, and built-in code reference. Press F3 to access it, and F4 "
"to search the reference."
msgstr ""
"**Script** 작업 공간은 디버거, 많은 자동 완성 기능, 내장 코드 설명이 있는 완"
"전한 코드 에디터입니다. 단축키는 F3이고, F4를 눌러 원하는 설명을 검색할 수 있"
"습니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:122
msgid "|image17|"
msgstr ""
msgstr "|image17|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:124
msgid ""
"Finally the **AssetLib** is a library of Free add-ons, scripts and assets to "
"use in your projects."
msgstr ""
"마지막으로 **AssetLib**은 프로젝트에 쓰일 무료 애드온, 스크립트 그리고 에셋들"
"이 있는 라이브러리입니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:128
msgid "Modify the interface"
msgstr ""
msgstr "인터페이스 변경"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:130
msgid ""
@@ -1373,39 +1428,47 @@ msgid ""
"multiple screens although you can work with an external code editor like "
"Atom or Visual Studio for instance."
msgstr ""
"Godot의 인터페이스는 하나의 화면에 있습니다. 비록 여러개의 화면으로 분할 시"
"킬 수는 없지만 대신 Atom과 Visual Studio와 같은 외부 코드 에디터를 사용할 수 "
"있습니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:135
msgid "Move and resize docks"
msgstr ""
msgstr "독의 이동과 크기 조절"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:137
msgid ""
"Click and drag on the edge of any dock or panel to resize it horizontally or "
"vertically."
msgstr ""
"아무 독이나 패널의 모서리를 클릭해서 드래그하면 크기를 조절할 수 있습니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:140
msgid "|image18|"
msgstr ""
msgstr "|image18|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:142
msgid ""
"Click the three-dotted icon at the top of any dock to change its location."
msgstr ""
"아무 독의 꼭대기에 있는 점 세개가 있는 아이콘을 누르면 그것의 위치를 바꿀 수 "
"있습니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:145
msgid "|image19|"
msgstr ""
msgstr "|image19|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:147
msgid ""
"Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and "
"feel of the editor."
msgstr ""
"더 보기 좋은 에디터를 만들고 싶다면 ``에디터`` 메뉴의 ``에디터 설정``으로 가"
"십시오."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:4
msgid "Scenes and nodes"
msgstr ""
msgstr "씬과 노드"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:11
msgid ""
@@ -1414,6 +1477,9 @@ msgid ""
"jacket. Now, instead of making games, you create new and delicious recipes "
"for your guests."
msgstr ""
"한번 당신이 더이상 게임 개발자가 아니라고 상상해보세요. 이제, 당신은 셰프입니"
"다! 힙합 복장을 벗어 던지고 토크와 더블 브레스트 재킷을 입읍시다. 이제 게임"
"을 만드는 대신, 손님을 위한 새롭고 맛있는 레시피를 만들어 봅시다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:16
msgid ""
@@ -1422,6 +1488,9 @@ msgid ""
"it. This way, anyone can follow the recipe and savor your magnificent "
"creation."
msgstr ""
"그럼, 어떻게 셰프가 레시피를 만들까요? 레시피는 두 가지 과정으로 나뉩니다: 첫"
"째는 재료이고 둘째는 요리하는 방법입니다. 이렇게 한다면, 누구나 레시피에 따라"
"서 훌륭한 창조물을 맛 볼 수 있을 겁니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:21
msgid ""
@@ -1429,17 +1498,22 @@ msgid ""
"like being in a kitchen. In this kitchen, *nodes* are like a refrigerator "
"full of fresh ingredients with which to cook."
msgstr ""
"Godot에서 게임을 만드는 것도 꽤나 요리하는 느낌입니다. 주방에서 요리를 하듯"
"이 엔진을 사용합니다. 주방으로 본다면, *노드*는 요리를 하기 위한 신선한 재료"
"들이 가득찬 냉장고로 볼수 있습니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:25
msgid ""
"There are many types of nodes. Some show images, others play sound, other "
"nodes display 3D models, etc. There are dozens of them."
msgstr ""
"많은 타입의 노드들이 있습니다. 어떤거는 이미지를 보여주고, 아니면 소리를 재생"
"하거나 혹은 3D 모델을 보여주는 것이 있습니다. 수십개나 말입니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:29
#: ../../docs/development/file_formats/tscn.rst:27
msgid "Nodes"
msgstr ""
msgstr "노드"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:31
msgid ""
@@ -1448,32 +1522,37 @@ msgid ""
"specialized functions. However, any given node always has the following "
"attributes:"
msgstr ""
"일단 기초로 한번 시작해봅시다. 노드는 게임을 만들기 위한 기본 건축 벽돌들 입"
"니다. 위에서 언급했듯이, 노드는 다양한 특수 기능을 실행할 수 있습니다. 하지"
"만, 주어진 노드들은 항상 이러한 성질들을 가집니다:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:35
msgid "It has a name."
msgstr ""
msgstr "이름이 있습니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:36
msgid "It has editable properties."
msgstr ""
msgstr "편집할 수 있는 속성들을 갖고 있습니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:37
msgid "It can receive a callback to process every frame."
msgstr ""
msgstr "모든 프레임을 처리하기 위한 콜백을 수신할 수 있습니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:38
msgid "It can be extended (to have more functions)."
msgstr ""
msgstr "(더 많은 기능을 위해) 확장될 수 있습니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:39
msgid "It can be added to other nodes as children."
msgstr ""
msgstr "다른 노드에 자식으로 추가될 수 있습니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:43
msgid ""
"The last one is important. Nodes can have other nodes as children. When "
"arranged in this way, the nodes become a **tree**."
msgstr ""
"마지막이 중요합니다. 노드는 다른 노드를 자식으로 가질 수 있습니다. 이런 식으"
"로 배열된다면, 노드들은 **트리** 형태가 됩니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:46
msgid ""
@@ -1481,6 +1560,9 @@ msgid ""
"for organizing projects. Since different nodes have different functions, "
"combining them allows for the creation of more complex functions."
msgstr ""
"Godot에서, 이런 방식으로 노드들을 배열하는 것은 프로젝트를 조직화하기에 강력"
"한 도구를 만듭니다. 각각의 노드들이 다른 기능을 가지고 있기에, 그들을 묶는 것"
"으로 훨씬 복잡한 기능을 만들 수 있습니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:50
msgid ""
@@ -1488,40 +1570,48 @@ msgid ""
"the next few sections. The most important fact to remember for now is that "
"nodes exist and can be arranged this way."
msgstr ""
"이해하지 못해도 걱정하지 마세요. 우리는 몇가지 섹션 동안 계속해서 이것에 대"
"해 알아볼 것입니다. 여기서 기억할 점은 노드가 있다는 것과 그것이 서로 배열될 "
"수 있는 점입니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:55
msgid "Scenes"
msgstr ""
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:59
msgid ""
"Now that the concept of nodes has been defined, the next logical step is to "
"explain what a Scene is."
msgstr ""
"이제 노드의 개념이 정리되었으니, 다음 이론은 씬이 무엇인가에 대해 설명해 보겠"
"습니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:62
msgid ""
"A scene is composed of a group of nodes organized hierarchically (in tree "
"fashion). Furthermore, a scene:"
msgstr ""
"씬은 계층적으로 (트리 형식으로) 조직된 노드 그룹으로 구성됩니다. 또한 씬은:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:65
msgid "always has only one root node."
msgstr ""
msgstr "항상 하나의 루트 노드만을 갖습니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:66
msgid "can be saved to disk and loaded back."
msgstr ""
msgstr "디스크에 저장하고 다시 로드할 수 있습니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:67
msgid "can be *instanced* (more on that later)."
msgstr ""
msgstr "*인스턴스화* 할 수 있습니다 (더 자세한 점은 나중에)."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:69
msgid ""
"Running a game means running a scene. A project can contain several scenes, "
"but for the game to start, one of them must be selected as the main scene."
msgstr ""
"게임을 실행한다는 것은 씬을 실행한다는 것입니다. 한 프로젝트는 여러 씬들로 이"
"루어지지만, 게임을 시작하면, 하나의 씬만 메인 씬으로 선택됩니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:72
msgid ""
@@ -1529,10 +1619,13 @@ msgid ""
"for editing 2D and 3D scenes as well as user interfaces, but the editor is "
"based on the concept of editing a scene and the nodes that compose it."
msgstr ""
"기본적으로 Godot 에디터는 **씬 에디터** 입니다. 2D와 3D 씬을 편집하기 위한 도"
"구들과 사용자 인터페이스들이 많이 있지만, 에디터는 씬을 편집하는 것과 씬을 구"
"성하는 노드들이란 개념을 기반으로 둡니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:77
msgid "Creating a new project"
msgstr ""
msgstr "새 프로젝트 만들기"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:79
msgid ""
@@ -1540,18 +1633,25 @@ msgid ""
"a long tradition in tutorials, we'll start with a \"Hello World\" project. "
"This will introduce us to using the editor."
msgstr ""
"예제를 통해 이런 추상적인 개념들을 더 구체화 시켜봅시다. 오랜 전통에 따라, 우"
"리는 \"Hello World\" 프로젝트를 시작할 겁니다. 이를 통해 에디터를 사용하는 법"
"을 설명하겠습니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:83
msgid ""
"If you run the godot executable outside of a project, the Project Manager "
"appears. This helps developers manage their projects."
msgstr ""
"godot 실행 파일을 실행하면, 프로젝트 매니저가 뜹니다. 이걸로 개발자들은 프로"
"젝트들을 관리할 수 있습니다."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:88
msgid ""
"To create a new project, click the \"New Project\" option. Choose and create "
"a path for the project and specify the project name \"New Project\":"
msgstr ""
"새 프로젝트를 만드려면, \"새 프로젝트\" 버튼을 누르세요. 프로젝트를 만들 경로"
"를 고르고 프로젝트 명을 \"새 프로젝트\" 로 지정하세요:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:94
#: ../../docs/getting_started/editor/external_editor.rst:32
@@ -1563,6 +1663,8 @@ msgid ""
"Once you've created the \"New Project\", then open it. This will open the "
"Godot editor:"
msgstr ""
"\"새 프로젝트\"를 만들면, 프로젝트를 엽니다. 그러면 Godot 에디터가 켜질 것입"
"니다:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:101
msgid ""

View File

@@ -9,13 +9,14 @@
# Rafał Mikrut <synaptykq@gmail.com>, 2018.
# Saran <saran@op.pl>, 2018.
# Sebastian Pasich <sebastian.pasich@gmail.com>, 2018.
# silicius <silicius42@gmail.com>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: 2018-05-05 11:39+0000\n"
"PO-Revision-Date: 2018-05-16 11:39+0000\n"
"Last-Translator: Sebastian Pasich <sebastian.pasich@gmail.com>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/pl/>\n"
@@ -46,6 +47,10 @@ msgid ""
"<doc_about_intro>` to get an overview of what this documentation has to "
"offer."
msgstr ""
"Witamy w oficjalnej dokumentacji Godot'a, napędzanego przez społeczność Open "
"Source silnika do tworzenia gier 2D i 3D! Początkującym zalecamy zapoznanie "
"się ze :ref:`stroną wprowadzającą <doc_about_intro>` , aby mieć ogólne "
"pojęcie o czym ta dokumentacja traktuje."
#: ../../docs/index.rst:18
msgid ""
@@ -183,7 +188,7 @@ msgstr ""
#: ../../docs/about/introduction.rst:21
msgid "About Godot Engine"
msgstr "O Godot Engine"
msgstr "GODOT - infromacje"
#: ../../docs/about/introduction.rst:23
msgid ""
@@ -191,10 +196,10 @@ msgid ""
"Godot in a few words. Here's however our PR presentation, which you are free "
"to reuse if you need a quick writeup about Godot Engine."
msgstr ""
"Silnik do tworzenia gier to skomplikowane narzędzie, z racji tego trudno "
"opisać Godota w kilku słowach. Jednak, to nasza PR'owa prezentacja, którą "
"możesz się posłużyć do szybkiego nakreślenia, czym jest Godot Engine, jeśli "
"będziesz potrzebował."
"Z racji tego, że silnik do tworzenia gier to bardzo skomplikowane narzędzie, "
"trudno jest nam opisać silnik Godot w zaledwie kilku słowach. Jednak jeśli "
"potrzebujesz szybkiego wprowadzenia do naszego silnika, nie krępuj się użyć "
"naszego, przedstawionego poniżej, PR-owego opisu."
#: ../../docs/about/introduction.rst:27
msgid ""
@@ -205,13 +210,13 @@ msgid ""
"platforms, including the major desktop platforms (Linux, macOS, Windows) as "
"well as mobile (Android, iOS) and web-based (HTML5) platforms."
msgstr ""
"Godot Engine jest pełnowymiarowym, wieloplatformowym silnikiem do gier 2D i "
"3D, który umożliwia tworzenie gier 2D i 3D z wykorzystaniem ujednoliconego "
"interfejsu. Oferuje kompleksowy zestaw wspólnych narzędzi, dzięki którym "
"użytkownicy mogą skupić się na tworzeniu gier bez konieczności ponownego "
"wymyślania koła. Gry można eksportować za pomocą jednego kliknięcia do wielu "
"platform, w tym na główne platformy desktopowe (Linux, MacOS, Windows), a "
"także platformy mobilne (Android, iOS) i internetowe (HTML5)."
"Godot jest wypełnionym funkcjonalnością, wieloplatformowym silnikiem "
"służącym do tworzenia gier zarówno 2D jak i 3D za pomocą ujednoliconego "
"interfejsu. Zapewnia on wyczerpujący zestaw narzędzi, które pomagają skupić "
"się użytkownikowi na tworzeniu gier, zamiast na wynajdowaniu koła na nowo. "
"Lista platform, na które można wykspertować gry za pomocą zaledwie jednego "
"kliknięcia, zawiera główne systemy desktopowe (Linux, macOS, Windows), "
"systemy mobilne (Android, iOS) oraz platformy sieciowe (HTML5)."
#: ../../docs/about/introduction.rst:34
#, fuzzy

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@@ -9,7 +9,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: 2018-05-04 15:41+0000\n"
"PO-Revision-Date: 2018-05-18 10:41+0000\n"
"Last-Translator: matevž lapajne <sivar.lapajne@gmail.com>\n"
"Language-Team: Slovenian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/sl/>\n"
@@ -90,7 +90,7 @@ msgstr ""
#: ../../docs/index.rst:99 ../../docs/community/index.rst:2
msgid "Community"
msgstr ""
msgstr "Skupnost"
#: ../../docs/about/index.rst:2
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:7
@@ -1610,7 +1610,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:163
msgid "Success!"
msgstr ""
msgstr "Uspelo je!"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:168
msgid "Configuring the project"
@@ -7567,7 +7567,7 @@ msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:18
#: ../../docs/community/contributing/documentation_guidelines.rst:104
msgid "License"
msgstr ""
msgstr "Licenca"
#: ../../docs/getting_started/editor/unity_to_godot.rst:18
msgid ""
@@ -9710,7 +9710,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:865
msgid "Classes"
msgstr ""
msgstr "Razredi"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:867
msgid ""
@@ -9971,7 +9971,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:164
#: ../../docs/development/cpp/object_class.rst:211
msgid "Signals"
msgstr ""
msgstr "Signali"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1259
msgid ""
@@ -40876,7 +40876,7 @@ msgstr ""
#: ../../docs/tutorials/shading/shading_language.rst:124
msgid "Members"
msgstr ""
msgstr "Člani"
#: ../../docs/tutorials/shading/shading_language.rst:126
msgid ""
@@ -45848,7 +45848,7 @@ msgstr ""
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:242
msgid "Key"
msgstr ""
msgstr "Črka"
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:244
msgid "``name``"
@@ -48208,7 +48208,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:43
msgid "Sync Scene Changes"
msgstr "Usklajevanje Sprememb Scen"
msgstr "Usklajuj Spremembe Scen"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:45
msgid ""
@@ -48219,7 +48219,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:49
msgid "Sync Script Changes"
msgstr "Usklajevanje Sprememb Skript"
msgstr "Usklajuj Spremembe Skript"
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:51
msgid ""

View File

@@ -10,7 +10,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: 2018-04-25 13:41+0000\n"
"PO-Revision-Date: 2018-05-15 08:41+0000\n"
"Last-Translator: Milos Ponjavusic <brane@branegames.com>\n"
"Language-Team: Serbian (latin) <https://hosted.weblate.org/projects/godot-"
"engine/godot-docs/sr_Latn/>\n"
@@ -24,7 +24,7 @@ msgstr ""
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
msgstr ""
msgstr "Godot dokumentacija - *glavna* grana"
#: ../../docs/index.rst:9
msgid ""

View File

@@ -10,7 +10,7 @@ msgstr ""
"Project-Id-Version: Ukrainian (Godot Engine)\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: 2018-05-08 19:07+0000\n"
"PO-Revision-Date: 2018-05-18 10:42+0000\n"
"Last-Translator: Максим Якимчук <xpinovo@gmail.com>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/uk/>\n"
@@ -24,7 +24,7 @@ msgstr ""
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
msgstr ""
msgstr "Документація Godot гілка *основної*"
#: ../../docs/index.rst:9
msgid ""
@@ -32,6 +32,9 @@ msgid ""
"documentation of the current **stable** branch? `Have a look here <http://"
"docs.godotengine.org/en/stable>`_."
msgstr ""
"Це документація для нестабільної (основної) гілки. Шукаєте документацію "
"поточної **стабільної** гілки? `Подивіться тут <http://docs.godotengine.org/"
"en/stable>`_."
#: ../../docs/index.rst:13
msgid ""
@@ -41,6 +44,10 @@ msgid ""
"<doc_about_intro>` to get an overview of what this documentation has to "
"offer."
msgstr ""
"Ласкаво просимо в офіційну документацію Godot Engine, вільним та з відкритим "
"сирцевим кодом, керованим спільнотою 2D та 3D-ігровим рушієм! Якщо ви "
"новачок у цій документації, радимо ознайомитись з :ref:`сторінка введення "
"<doc_about_intro>`, щоб оглянути те, що ця документація може запропонувати."
#: ../../docs/index.rst:18
msgid ""
@@ -48,6 +55,9 @@ msgid ""
"the documentation for your topic of interest. You can also use the search "
"function in the top left corner."
msgstr ""
"Зміст, наведений нижче і на бічній панелі, повинен дозволити вам легко "
"отримати доступ до документації з цікавої вам теми. Ви також можете "
"використовувати функцію пошуку у верхньому лівому куті."
#: ../../docs/index.rst:22
msgid ""
@@ -57,6 +67,11 @@ msgid ""
"something, or cannot find what you are looking for in the docs, help us make "
"the documentation better by letting us know!"
msgstr ""
"Godot Engine - це проект з відкритим кодом, розроблений спільнотою "
"волонтерів. Команда документації завжди може використовувати ваш відгук та "
"допомогти покращити навчальні посібники та довідників класів. Якщо ви щось "
"не розумієте або не можете знайти те, що шукаєте в документації, допоможіть "
"нам покращити документацію, повідомивши нам про це!"
#: ../../docs/index.rst:29
msgid ""
@@ -67,11 +82,17 @@ msgid ""
"<https://discord.gg/zH7NUgz>`_, or the ``#godotengine-doc`` channel on `irc."
"freenode.net <http://webchat.freenode.net/?channels=#godotengine-doc>`_!"
msgstr ""
"Надішліть проблему (issue) або потягніть запит (pull request) у `репозиторії "
"GitHub <https://github.com/godotengine/godot-docs/issues>`_, допоможіть нам "
"`перекласти документацію <https://hosted.weblate.org/engage/godot-engine/>`_ "
"на вашу мову або обговоріть з нами по каналу ``#documentation`` на `Discord "
"<https://discord.gg/zH7NUgz>`_, або на каналі ``#godotengine-doc`` у `irc."
"freenode.net <http://webchat.freenode.net/?channels=#godotengine-doc>`_!"
#: ../../docs/index.rst:43
msgid ""
"The main documentation for the site is organized into the following sections:"
msgstr ""
msgstr "Основна документація на сайті складається з наступних розділів:"
#: ../../docs/index.rst:45 ../../docs/community/resources.rst:9
msgid "General"
@@ -98,7 +119,7 @@ msgstr "Спільнота"
#: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:7
#: ../../docs/development/cpp/variant_class.rst:7
msgid "About"
msgstr "Про програму"
msgstr "Про"
#: ../../docs/about/introduction.rst:4
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:7
@@ -208,7 +229,6 @@ msgstr ""
"платформи (HTML5)."
#: ../../docs/about/introduction.rst:34
#, fuzzy
msgid ""
"Godot is completely free and open source under the permissive MIT license. "
"No strings attached, no royalties, nothing. Users' games are theirs, down to "
@@ -419,8 +439,8 @@ msgstr ""
#: ../../docs/about/faq.rst:17
msgid "You can modify, (re)distribute and remix Godot to your heart's content"
msgstr ""
"Ви можете модифікувати, (повторно) поширювати і змішувати Godot так, як це "
"задовольняє ваше серце"
"Ви можете модифікувати, поширювати і змішувати Godot так, як це задовольняє "
"ваше серце"
#: ../../docs/about/faq.rst:19
msgid ""
@@ -519,6 +539,8 @@ msgid ""
"Both 32 and 64 bit binaries are supported where it makes sense, with 64 "
"being the default."
msgstr ""
"Підтримується створення 32-х, та 64-х бітних виконуваних файлів, де це "
"можливо, а 64-х - типові."
#: ../../docs/about/faq.rst:53
msgid ""
@@ -579,12 +601,17 @@ msgid ""
"`Python <https://github.com/touilleMan/godot-python>`_ and `Nim <https://"
"github.com/pragmagic/godot-nim>`_."
msgstr ""
"Також ведуться роботи, наприклад, над неофіційними прив'язками Godot до "
"`Python <https://github.com/touilleMan/godot-python>`_ і `Nim <https://"
"github.com/pragmagic/godot-nim>`_."
#: ../../docs/about/faq.rst:75
msgid ""
"GDScript? Why use a custom scripting language instead of my language of "
"choice?"
msgstr ""
"GDScript? Навіщо використовувати власну мову скриптинґу замість обраної мною "
"мови?"
#: ../../docs/about/faq.rst:77
msgid ""
@@ -596,6 +623,14 @@ msgid ""
"language in Godot (see list of supported options above), but we strongly "
"encourage you to try it and see the benefits for yourself."
msgstr ""
"Коротка відповідь полягає в тому, що ми вважаємо, що додаткова складність як "
"з вашої сторони (коли ви вперше вивчаєте Godot та GDScript), так із нашої "
"сторони (технічне обслуговування) коштує більш інтегрованого та бездоганного "
"досвіду щодо залучення додаткових користувачів з більш знайомими мовами "
"програмування, які призводять до гіршого досвіду. Ми зрозуміємо, якщо ви "
"бажаєте скористатися іншою мовою в Godot (див. список підтримуваних "
"варіантів вище), але ми настійно рекомендуємо вам спробувати це та побачити "
"переваги для себе."
#: ../../docs/about/faq.rst:85
msgid ""
@@ -604,6 +639,11 @@ msgid ""
"a day or two to get comfortable and it's easy to see the benefits once you "
"do. Please do the effort to learn GDScript, you will not regret it."
msgstr ""
"GDScript призначений для інтеграції від фундаменту до шляху роботи Godot, "
"більш ніж будь-яка інша мова, і є простим, і легким у вивченні. Це забирає "
"щонайбільше день чи два, щоб зручно користуватися, і ви легко побачите "
"переваги, як зробите це. Будь ласка докладіть зусиль, щоб вивчити GDScript, "
"ви не пошкодуєте про це."
#: ../../docs/about/faq.rst:91
msgid ""
@@ -612,6 +652,10 @@ msgid ""
"but trying to use it instead of GDScript for an entire game is, in most "
"cases, a waste of time."
msgstr ""
"Godot C++ API також є ефективним і простим у використанні (весь редактор "
"Godot створено за допомогою цього API), а також чудовий інструмент для "
"оптимізації частин проекту, але спроба використовувати його замість GDScript "
"для всієї гри в більшості випадків , марна трата часу."
#: ../../docs/about/faq.rst:96
msgid ""
@@ -627,14 +671,17 @@ msgid ""
"typed languages can be found in the :ref:`doc_gdscript_more_efficiently` "
"tutorial."
msgstr ""
"Більш детальну інформацію про те, як зручніше працювати з GDScript або "
"динамічно типізованими мовами, можна знайти в посібнику :ref:"
"`doc_gdscript_more_efficiently`."
#: ../../docs/about/faq.rst:105
msgid "For the more technically versed, proceed to the next item."
msgstr ""
msgstr "Для найбільш технічно досвідчених, переходьте до наступного пункту."
#: ../../docs/about/faq.rst:108
msgid "I don't believe you. What are the technical reasons for the item above?"
msgstr ""
msgstr "Я не вірю вам. Які технічні причини для вищезазначеного пункту?"
#: ../../docs/about/faq.rst:110
msgid "The main reasons are:"
@@ -1301,7 +1348,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:4
msgid "Scenes and nodes"
msgstr ""
msgstr "Сцени та вузли"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:11
msgid ""
@@ -1387,7 +1434,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:55
msgid "Scenes"
msgstr ""
msgstr "Сцени"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:59
msgid ""
@@ -1516,7 +1563,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:141
msgid "Aaaand... Oops."
msgstr ""
msgstr "Іііі... Упс."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:145
msgid ""
@@ -1599,7 +1646,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:200
msgid "To be continued..."
msgstr ""
msgstr "Далі буде..."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:202
msgid ""
@@ -8708,27 +8755,24 @@ msgid "Editor helper for debugger breakpoints."
msgstr "Допоміжний засіб редактора для точок зупинки для діагностики."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:212
#, fuzzy
msgid "preload"
msgstr "Попереднє завантаження"
msgstr "preload"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:212
msgid "Preloads a class or variable. See `Classes as resources`_."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:214
#, fuzzy
msgid "yield"
msgstr "Yield"
msgstr "yield"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:214
msgid "Coroutine support. See `Coroutines with yield`_."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:216
#, fuzzy
msgid "assert"
msgstr "Класи"
msgstr "assert"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:216
msgid ""
@@ -8737,9 +8781,8 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:218
#, fuzzy
msgid "remote"
msgstr "Віддалений"
msgstr "remote"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:218
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:220
@@ -8751,37 +8794,32 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:220
#, fuzzy
msgid "master"
msgstr "основний"
msgstr "master"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:222
#, fuzzy
msgid "slave"
msgstr "SLAVE"
msgstr "slave"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:224
#, fuzzy
msgid "sync"
msgstr "Синхронізувати"
msgstr "sync"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:226
msgid "PI"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:226
#, fuzzy
msgid "PI constant."
msgstr "Константи"
msgstr "Стала π."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:228
msgid "TAU"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:228
#, fuzzy
msgid "TAU constant."
msgstr "Константи"
msgstr "Стала τ."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:230
msgid "INF"
@@ -9016,7 +9054,6 @@ msgid "Strings"
msgstr "Рядки"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:303
#, fuzzy
msgid "``\"\"\"Hello\"\"\"``"
msgstr "``\"\"\"Hello, Dude\"\"\"``"
@@ -10291,9 +10328,8 @@ msgid "And backwards looping is done through a negative counter:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:399
#, fuzzy
msgid "Becomes:"
msgstr "перетворюється на"
msgstr "Перетворюється на:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:407
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:384
@@ -10453,18 +10489,16 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:83
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:107
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:127
#, fuzzy
msgid "**Good**:"
msgstr "**Добрий**"
msgstr "**Правильно**:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:40
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:61
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:93
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:114
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:137
#, fuzzy
msgid "**Bad**:"
msgstr "**Поганий**"
msgstr "**Неправильно**:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:50
msgid ""
@@ -13002,9 +13036,8 @@ msgid "Rather than,"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:264
#, fuzzy
msgid "Implicitly Typed Local Variables"
msgstr "Локальні змінні"
msgstr "Локальні змінні із неявною типізацією"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:266
msgid ""
@@ -13014,9 +13047,8 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:296
#, fuzzy
msgid "Other Considerations"
msgstr "Налаштування"
msgstr "Інші загальноприйняті правила"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:298
msgid "Use explicit access modifiers."
@@ -22822,9 +22854,8 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:78
#, fuzzy
msgid "Getting everything ready"
msgstr "Перші кроки"
msgstr "Готуємо усе"
#: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:79
msgid "Launch Godot and open up the project included in the starter assets."
@@ -29132,9 +29163,8 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:500
#, fuzzy
msgid "Starting the respawn system"
msgstr "Як розпочати гру"
msgstr "Запускаємо систему повернення гравця"
#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:502
msgid ""
@@ -29755,7 +29785,7 @@ msgstr ""
#: ../../docs/tutorials/audio/index.rst:2
msgid "Audio"
msgstr "Звук"
msgstr "Аудіо"
#: ../../docs/tutorials/audio/audio_buses.rst:4
#: ../../docs/tutorials/audio/audio_buses.rst:43
@@ -40359,9 +40389,8 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/viewports/viewports.rst:157
#, fuzzy
msgid "ViewportContainer"
msgstr "Демонстраційне вікно"
msgstr "ViewportContainer"
#: ../../docs/tutorials/viewports/viewports.rst:161
msgid ""
@@ -48571,9 +48600,8 @@ msgid ""
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:189
#, fuzzy
msgid "Other build options"
msgstr "Параметри налагоджування"
msgstr "Інші параметри збирання"
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:191
msgid ""
@@ -52282,9 +52310,8 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:4
#, fuzzy
msgid "Custom Godot Servers"
msgstr "Нетипові можливості"
msgstr "Нетипові сервери Godot"
#: ../../docs/development/cpp/custom_godot_servers.rst:9
msgid ""
@@ -52330,9 +52357,8 @@ msgid "Adding custom VOIP protocol"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:39
#, fuzzy
msgid "Creating a Godot Server"
msgstr "Як створити проект"
msgstr "Створення сервера Godot"
#: ../../docs/development/cpp/custom_godot_servers.rst:41
msgid ""
@@ -52398,9 +52424,8 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:351
#, fuzzy
msgid "Binding Signals"
msgstr "Сигнали C#"
msgstr "Прив'язка сигналів"
#: ../../docs/development/cpp/custom_godot_servers.rst:353
msgid ""
@@ -53801,9 +53826,8 @@ msgid ""
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:438
#, fuzzy
msgid "Deleting a Git branch"
msgstr "Вилучити доріжку"
msgstr "Вилучення гілки git"
#: ../../docs/community/contributing/pr_workflow.rst:440
msgid ""

View File

@@ -3,14 +3,15 @@
# This file is distributed under the same license as the Godot Engine package.
#
# 01lifeleft <01lifeleft@gmail.com>, 2018.
# mth2610 <mth2610@gmail.com>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: 2018-04-18 20:44+0000\n"
"Last-Translator: 01lifeleft <01lifeleft@gmail.com>\n"
"PO-Revision-Date: 2018-05-17 02:42+0000\n"
"Last-Translator: mth2610 <mth2610@gmail.com>\n"
"Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/vi/>\n"
"Language: vi\n"
@@ -30,6 +31,9 @@ msgid ""
"documentation of the current **stable** branch? `Have a look here <http://"
"docs.godotengine.org/en/stable>`_."
msgstr ""
"Tài liệu này dành cho bản đang phát triển (master). Nếu bạn muốn tìm tài "
"liệu cho nhánh ổn định **stable** ? `Nhấn vào đường dẫn sau <http://docs."
"godotengine.org/en/stable>`_."
#: ../../docs/index.rst:13
msgid ""

View File

@@ -2,10 +2,13 @@
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
#
# baiwu liu <bovy.liu@gmail.com>, 2018.
# bladesero <872461916@qq.com>, 2018.
# DKLost <514dklost@gmail.com>, 2018.
# Geequlim <geequlim@gmail.com>, 2018.
# Griant <goooosick@gmail.com>, 2018.
# Harlan Howell <lin_032@hotmail.com>, 2018.
# plumsky <x-wolf@163.com>, 2018.
# py_co <py_co@outlook.com>, 2018.
# RainVector <y2505418927@gmail.com>, 2018.
# seanfy <everxiao@qq.com>, 2018.
@@ -20,8 +23,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: 2018-05-08 06:35+0000\n"
"Last-Translator: bladesero <872461916@qq.com>\n"
"PO-Revision-Date: 2018-05-18 01:35+0000\n"
"Last-Translator: plumsky <x-wolf@163.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-docs/zh_Hans/>\n"
"Language: zh_CN\n"
@@ -34,6 +37,8 @@ msgstr ""
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
msgstr ""
"额 Godot 文档 - "
"*master* 分支"
#: ../../docs/index.rst:9
msgid ""
@@ -41,6 +46,8 @@ msgid ""
"documentation of the current **stable** branch? `Have a look here <http://"
"docs.godotengine.org/en/stable>`_."
msgstr ""
"这是不稳定(master)分支的文档。想要看当前**稳定**分支的文档? `请查看这里"
"<http://docs.godotengine.org/en/stable>`_。"
#: ../../docs/index.rst:13
msgid ""
@@ -50,6 +57,9 @@ msgid ""
"<doc_about_intro>` to get an overview of what this documentation has to "
"offer."
msgstr ""
"欢迎来到戈多游戏引擎的官方文档戈多引擎是一款免费开源社区驱动的2D和3D游戏"
"引擎,如果你是新手,我建议您先阅读 `文档简介` 链接以便全面了解该文档所提供到"
"内容。"
#: ../../docs/index.rst:18
msgid ""
@@ -57,6 +67,8 @@ msgid ""
"the documentation for your topic of interest. You can also use the search "
"function in the top left corner."
msgstr ""
"在内容下面和侧栏中的列表应让您可以轻松访问感兴趣主题的文档。您也可以使用左上"
"角的搜索功能。"
#: ../../docs/index.rst:22
msgid ""
@@ -66,8 +78,12 @@ msgid ""
"something, or cannot find what you are looking for in the docs, help us make "
"the documentation better by letting us know!"
msgstr ""
"Godot引擎是一个由自愿者社区开发的开源项目。文档团队可以随时使用您的反馈并帮"
"助改进教程和课程参考。如果您不明白某些内容,或无法在文档中找到您要查找的内"
"容,请告知我们以帮助我们更好地编写文档!"
#: ../../docs/index.rst:29
#, fuzzy
msgid ""
"Submit an issue or pull request on the `GitHub repository <https://github."
"com/godotengine/godot-docs/issues>`_, help us `translate the documentation "
@@ -76,11 +92,16 @@ msgid ""
"<https://discord.gg/zH7NUgz>`_, or the ``#godotengine-doc`` channel on `irc."
"freenode.net <http://webchat.freenode.net/?channels=#godotengine-doc>`_!"
msgstr ""
"提交问题或提交请求在`GitHub 仓库<https://github.com/godotengine/godot-docs/"
"issues>`_帮助我们`翻译文档 <https://hosted.weblate.org/engage/godot-engine/"
">`_到你的语言或者 ``#godotengine-doc`` 频道 `irc.freenode.net <http://"
"webchat.freenode.net/?channels=#godotengine-doc>`_!"
#: ../../docs/index.rst:43
#, fuzzy
msgid ""
"The main documentation for the site is organized into the following sections:"
msgstr ""
msgstr "该网站的主要文档分为以下几部分:"
#: ../../docs/index.rst:45 ../../docs/community/resources.rst:9
msgid "General"
@@ -88,15 +109,15 @@ msgstr "常规"
#: ../../docs/index.rst:53
msgid "Getting started"
msgstr ""
msgstr "入门"
#: ../../docs/index.rst:64 ../../docs/community/tutorials.rst:4
msgid "Tutorials"
msgstr ""
msgstr "教程"
#: ../../docs/index.rst:89
msgid "Development"
msgstr ""
msgstr "开发"
#: ../../docs/index.rst:99 ../../docs/community/index.rst:2
msgid "Community"
@@ -838,6 +859,7 @@ msgstr ""
"方面的问题。一般2D需要这么做因为3D只需要处理相机的XFov或YFov。"
#: ../../docs/about/faq.rst:200
#, fuzzy
msgid ""
"Choose a single base resolution for your game. Even if there are devices "
"that go up to 2K and devices that go down to 400p, regular hardware scaling "
@@ -848,7 +870,7 @@ msgid ""
msgstr ""
"为游戏选一个常规分辨率。即使有高达2K或低于400p的设备它们硬件缩放也能以低耗"
"甚至无消耗的性能来处理分辨率。通常选择1080p(1920x1080)或720p(1280x720)。注"
"意,分辨率越高,资产越大,它们需要的内存就越多,加载所需时间也会越长。"
"意,分辨率越高,资源越多,它们需要的内存就越多,加载所需时间也会越长。"
#: ../../docs/about/faq.rst:208
msgid ""
@@ -1062,7 +1084,7 @@ msgstr "请参照 `Godot官网 <https://godotengine.org/contact>`_ 上的相应
#: ../../docs/getting_started/step_by_step/index.rst:2
msgid "Step by step"
msgstr ""
msgstr "逐步引导"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:4
msgid "Introduction to Godots editor"
@@ -1199,9 +1221,8 @@ msgid "|image8|"
msgstr "|image8|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:61
#, fuzzy
msgid "Your first look at Godots editor"
msgstr "Godot编辑器"
msgstr "初识Godot编辑器"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:63
msgid ""
@@ -1231,13 +1252,14 @@ msgid ""
"At the top, from left to right, you can see the **main menus**, the "
"**workspaces**, and the **playtest buttons**."
msgstr ""
"在顶部,从左到右,你可以看到**主菜单**、**工作区** 以及 **各调试按钮**。"
"在顶部,从左到右,你可以看到**主菜单**(main menus)、**工作区**(workspaces) 以"
"及 **各调试按钮**(playtest buttons)。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:77
msgid ""
"On the left side you have the **FileSystem dock**, where youll manage your "
"project files and assets."
msgstr "在左侧你可以看到**文件系统面板**,在这里你可以管理你的项目文件和资。"
msgstr "在左侧你可以看到**文件系统面板**,在这里你可以管理你的项目文件和资。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:80
#: ../../docs/tutorials/assetlib/using_assetlib.rst:152
@@ -1291,7 +1313,7 @@ msgstr "工作区"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:102
msgid ""
"You can see four workspace buttons at the top: 2D, 3D, Script and AssetLib."
msgstr "你可以看到顶部有四个工作区按钮2D、3D、脚本和资库。"
msgstr "你可以看到顶部有四个工作区按钮2D、3D、脚本和资库。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:105
msgid ""
@@ -1341,7 +1363,7 @@ msgstr "|image17|"
msgid ""
"Finally the **AssetLib** is a library of Free add-ons, scripts and assets to "
"use in your projects."
msgstr "最后的**资库**有免费的插件、脚本、资产可以用到你的项目中。"
msgstr "最后的**资库**有免费的插件、脚本、资产可以用到你的项目中。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:128
msgid "Modify the interface"
@@ -1358,7 +1380,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:135
msgid "Move and resize docks"
msgstr "移动、修改尺寸"
msgstr "移动、修改面板尺寸"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:137
msgid ""
@@ -1641,7 +1663,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:141
msgid "Aaaand... Oops."
msgstr "然后…噢天哪!"
msgstr "然后…噢天哪!"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:145
msgid ""
@@ -2101,7 +2123,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/index.rst:2
#: ../../docs/tutorials/networking/http_request_class.rst:22
msgid "Scripting"
msgstr ""
msgstr "脚本"
#: ../../docs/getting_started/step_by_step/scripting.rst:9
msgid ""
@@ -2212,7 +2234,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:40
#: ../../docs/getting_started/scripting/visual_script/index.rst:2
msgid "VisualScript"
msgstr ""
msgstr "可视化脚本"
#: ../../docs/getting_started/step_by_step/scripting.rst:42
msgid ""
@@ -2371,7 +2393,7 @@ msgstr "面板"
#: ../../docs/getting_started/step_by_step/scripting.rst:116
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:141
msgid "Label"
msgstr ""
msgstr "标签"
#: ../../docs/getting_started/step_by_step/scripting.rst:117
msgid "Button"
@@ -2651,56 +2673,71 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:4
msgid "Scripting (continued)"
msgstr ""
msgstr "脚本(续)"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:7
msgid "Processing"
msgstr ""
msgstr "流程"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:9
#, fuzzy
msgid ""
"Several actions in Godot are triggered by callbacks or virtual functions, so "
"there is no need to write code that runs all the time."
msgstr ""
"Godot中的许多动作是由回调函数或虚函数触发所以不需要编写一直运行的代码。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:12
msgid ""
"However, it is still common to need a script to be processed on every frame. "
"There are two types of processing: idle processing and physics processing."
msgstr ""
"但是,在每一帧上都需要处理脚本仍然很常见。有两种类型的处理:空闲处理和物理处"
"理。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:16
#, fuzzy
msgid ""
"Idle processing is activated when the method :ref:`Node._process() "
"<class_Node__process>` is found in a script. It can be turned off and on "
"with the :ref:`Node.set_process() <class_Node_set_process>` function."
msgstr ""
"当 :ref:`Node._process() <class_Node__process>` 方法在函数中被定义处理流程就"
"会被激活.。可以通过 :ref:`Node.set_process() <class_Node_set_process>` 函数来"
"进行开关."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:20
msgid ""
"This method will be called every time a frame is drawn, so it's fully "
"dependent on how many frames per second (FPS) the application is running at:"
msgstr ""
"每次绘制时都会调用此方法,因此调用频率完全取决于应用程序在每秒运行的帧数"
"FPS"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:37
#, fuzzy
msgid ""
"The delta parameter contains the time elapsed in seconds, as a floating "
"point, since the previous call to ``_process()``."
msgstr ""
"delta参数包含自从上一次调用``_process``以来以秒为单位的时间,类型是浮点"
"数。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:40
#, fuzzy
msgid ""
"This parameter can be used to make sure things always take the same amount "
"of time, regardless of the game's FPS."
msgstr ""
msgstr "无论游戏的FPS如何这个参数都可以用来确保每帧花费的真实时间。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:43
msgid ""
"For example, movement is often multiplied with a time delta to make movement "
"speed both constant and independent from the frame rate."
msgstr ""
msgstr "例如,运动常常乘以时间增量以使运动速度既恒定又独立于帧速率。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:46
#, fuzzy
msgid ""
"Physics processing with ``_physics_process()`` is similar, but it should be "
"used for processes that must happen before each physics step, such as "
@@ -2709,6 +2746,10 @@ msgid ""
"change the interval from the Project Settings, under Physics -> Common -> "
"Physics Fps."
msgstr ""
"使用``_physics_process()``进行物理处理是类似的,但它发生的进程必须是在应用于"
"每个物理步骤之前,比如控制一个角色。它始终在物理步骤之前运行,并以固定的时间"
"间隔调用默认情况下每秒60次。您可以从项目设置中更改物理 - >常用 - >物理Fps下"
"的时间间隔。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:52
msgid ""
@@ -2716,33 +2757,38 @@ msgid ""
"rate is not constant and is dependent on hardware and game optimization. Its "
"execution is done after the physics step on single-threaded games."
msgstr ""
"函数``_process()``不与物理同步。它的帧频不是恒定的,并且取决于硬件和游戏优"
"化。在单线程游戏中它的执行是在的物理步骤之后完成的。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:55
msgid ""
"A simple way to test this is to create a scene with a single Label node, "
"with the following script:"
msgstr ""
msgstr "测试此方法的一种简单方法是使用以下脚本创建具有单个标签节点的场景:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:82
msgid "Which will show a counter increasing each frame."
msgstr ""
msgstr "这将显示一个每帧增加的计数器。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:85
msgid "Groups"
msgstr "分组"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:87
#, fuzzy
msgid ""
"Nodes can be added to groups, as many as desired per node, and is a useful "
"feature for organizing large scenes. There are two ways to do this. The "
"first is from the UI, from the Groups button under the Node panel:"
msgstr ""
"可以将节点添加到组中,每个节点所需的数量尽可能多,并且是组织大型场景的有用功"
"能。有两种方法可以做到这一点。第一个来自UI从Node面板下的Groups按钮"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:92
msgid ""
"And the second way is from code. One example would be to tag scenes which "
"are enemies:"
msgstr ""
msgstr "第二种方法来自代码。一个例子在场景中标记出敌人:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:110
msgid ""
@@ -2752,16 +2798,20 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:127
#, fuzzy
msgid ""
"The above code calls the function ``player_was_discovered`` on every member "
"of the group ``enemies``."
msgstr ""
"上面的代码在群组``enemies``的每个成员上调用函数``player_was_discovered``。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:130
msgid ""
"It is also possible to get the full list of ``enemies`` nodes by calling :"
"ref:`SceneTree.get_nodes_in_group() <class_SceneTree_get_nodes_in_group>`:"
msgstr ""
"通过调用ref:`SceneTree.get_nodes_in_group() "
"<class_SceneTree_get_nodes_in_group>`也可以获得``enemies``节点的完整列表:"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:143
msgid ""
@@ -9374,55 +9424,57 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:276
msgid "Content Test"
msgstr ""
msgstr "内容测试"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:278
msgid "``!`` ``not``"
msgstr ""
msgstr "``!`` ``not``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:278
msgid "Boolean NOT"
msgstr ""
msgstr "布尔NOT"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:280
msgid "``and`` ``&&``"
msgstr ""
msgstr "``and`` ``&&``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:280
msgid "Boolean AND"
msgstr ""
msgstr "布尔AND"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:282
msgid "``or`` ``||``"
msgstr ""
msgstr "``or`` ``||``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:282
msgid "Boolean OR"
msgstr ""
msgstr "布尔OR"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:284
msgid "``if x else``"
msgstr ""
msgstr "``if x else``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:284
msgid "Ternary if/else"
msgstr ""
msgstr "三元 if/else"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:286
#, fuzzy
msgid "``=`` ``+=`` ``-=`` ``*=`` ``/=`` ``%=`` ``&=`` ``|=``"
msgstr ""
msgstr "``=`` ``+=`` ``-=`` ``*=`` ``/=`` ``%=`` ``&=`` ``|=``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:286
msgid "Assignment, Lowest Priority"
msgstr ""
msgstr "作业,最低优先级"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:290
#, fuzzy
msgid "Literals"
msgstr ""
msgstr "字面"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:293
msgid "**Literal**"
msgstr ""
msgstr "**文字**"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:293
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:242
@@ -9431,62 +9483,66 @@ msgid "**Type**"
msgstr "**类型**"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:295
#, fuzzy
msgid "``45``"
msgstr ""
msgstr "``45``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:295
msgid "Base 10 integer"
msgstr ""
msgstr "基数为10的整数"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:297
#, fuzzy
msgid "``0x8F51``"
msgstr ""
msgstr "``0x8F51``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:297
msgid "Base 16 (hex) integer"
msgstr ""
msgstr "基数16十六进制整数"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:299
msgid "``3.14``, ``58.1e-10``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:299
#, fuzzy
msgid "Floating point number (real)"
msgstr ""
msgstr "浮点数(实数)"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:301
msgid "``\"Hello\"``, ``\"Hi\"``"
msgstr ""
msgstr "``\"你好\"``, ``\"嗨\"``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:301
msgid "Strings"
msgstr ""
msgstr "字符串"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:303
msgid "``\"\"\"Hello\"\"\"``"
msgstr ""
msgstr "``\"\"\"你好\"\"\"``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:303
msgid "Multiline string"
msgstr ""
msgstr "多行字符串"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:305
msgid "``@\"Node/Label\"``"
msgstr ""
msgstr "``@\"节点/标签\"``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:305
#, fuzzy
msgid "NodePath or StringName"
msgstr ""
msgstr "节点路径和字符串名称"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:309
msgid "Comments"
msgstr ""
msgstr "注释"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:311
msgid ""
"Anything from a ``#`` to the end of the line is ignored and is considered a "
"comment."
msgstr ""
msgstr "任何从````到行尾的内容都会被忽略,并被视为注释。"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:319
msgid ""
@@ -18549,6 +18605,10 @@ msgid ""
"3D kinematic character tutorials, which are almost identical to their 2D "
"counterparts."
msgstr ""
"创造一个3D游戏很有挑战性。 多余的Z坐标使许多有助于使2D游戏变得简单的常用技术"
"不再起作用。 为了帮助实现这一转变值得一提的是Godot在2D和3D上使用了类似的"
"API。 大多数节点是相同的并且以2D和3D版本存在。 事实上看看3D平台游戏教程或"
"3D运动学角色教程是值得的这些教程大部分与2D游戏相同。"
#: ../../docs/tutorials/3d/introduction_to_3d.rst:14
msgid ""
@@ -18557,10 +18617,12 @@ msgid ""
"developers, not mathematicians or engineers) will help pave the way into "
"efficiently developing 3D games."
msgstr ""
"在3D中数学比2D更复杂一些所以看看wikiref`doc_vector_math`(特别是为游"
"戏开发者而不是数学家或工程师创建的将有助于为有效开发3D游戏铺平道路。"
#: ../../docs/tutorials/3d/introduction_to_3d.rst:20
msgid "Spatial node"
msgstr ""
msgstr "空间节点"
#: ../../docs/tutorials/3d/introduction_to_3d.rst:22
msgid ""
@@ -18569,6 +18631,9 @@ msgid ""
"reasoning, the 3D engine uses the :ref:`Spatial <class_Spatial>` node for "
"everything 3D."
msgstr ""
"ref`Node2D <class_Node2D>`是2D的基本节点。 ref`Control "
"<class_Control>`是所有GUI的基础节点。 按照这个推理3D引擎中的所有3D物体使"
"用ref`Spatial <class_Spatial>`节点。"
#: ../../docs/tutorials/3d/introduction_to_3d.rst:29
msgid ""
@@ -18578,10 +18643,13 @@ msgid ""
"3 :ref:`Vector3 <class_Vector3>` members representing location, Euler "
"rotation (x,y and z angles) and scale."
msgstr ""
"空间节点有一个局部变换,它与父节点相关(只要父节点也是**或者继承** Spatial类"
"型)。 这个变换可以作为4x3ref`Transform <class_Transform>`或3个ref"
"`Vector3 <class_Vector3>`成员来表示位置欧拉旋转xy和z角度和比例。"
#: ../../docs/tutorials/3d/introduction_to_3d.rst:39
msgid "3D content"
msgstr ""
msgstr "3D内容"
#: ../../docs/tutorials/3d/introduction_to_3d.rst:41
msgid ""
@@ -18591,10 +18659,13 @@ msgid ""
"in order to be imported in Godot (3D formats are not as standardized as "
"images)."
msgstr ""
"与2D不同2D加载图像内容和绘图非常简单但3D更难一些。 内容需要使用特殊的3D工"
"具通常称为DCC创造并导出为交换文件格式以导入Godot3D格式不像图像那样标"
"准化)。"
#: ../../docs/tutorials/3d/introduction_to_3d.rst:48
msgid "DCC-created models"
msgstr ""
msgstr "DCC 创建的模型"
#: ../../docs/tutorials/3d/introduction_to_3d.rst:50
msgid ""
@@ -18603,6 +18674,9 @@ msgid ""
"allows to import entire scenes (just as they look in the DCC), including "
"animation, skeletal rigs, blend shapes, etc."
msgstr ""
"有两条管线可以导入3D模型到Godot中。 第一个也是最常见的一个是通过ref"
"`doc_importing_3d_scenes`导入器它允许导入整个场景就像它们在DCC中看起来一"
"样),包括动画,骨架绑定,混合形状等。"
#: ../../docs/tutorials/3d/introduction_to_3d.rst:55
msgid ""