diff --git a/docs b/docs index 0b715e3321..a415c81f6a 160000 --- a/docs +++ b/docs @@ -1 +1 @@ -Subproject commit 0b715e3321d51e0a8afb8a69853b36f1f5645ad2 +Subproject commit a415c81f6a9f3e556f8d366c0277d9aea04b3ae2 diff --git a/sphinx/templates/about/docs_changelog.pot b/sphinx/templates/about/docs_changelog.pot index 8b2d414e94..bd284eb7e9 100644 --- a/sphinx/templates/about/docs_changelog.pot +++ b/sphinx/templates/about/docs_changelog.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/faq.pot b/sphinx/templates/about/faq.pot index 49b93dedd0..a1c01b2222 100644 --- a/sphinx/templates/about/faq.pot +++ b/sphinx/templates/about/faq.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -259,7 +259,7 @@ msgid "Why does Godot aim to keep its core feature set small?" msgstr "" #: ../../docs/about/faq.rst:207 -msgid "Godot intentionally does not include features that can be implemented by add-ons unless they are used very often. One exemple of this would be advanced artificial intelligence functionality." +msgid "Godot intentionally does not include features that can be implemented by add-ons unless they are used very often. One example of this would be advanced artificial intelligence functionality." msgstr "" #: ../../docs/about/faq.rst:211 @@ -410,98 +410,134 @@ msgstr "" msgid "Bonus points for bringing screenshots, concrete numbers, test cases, or example projects (if applicable)." msgstr "" -#: ../../docs/about/faq.rst:359 -msgid "Is it possible to use Godot as a library?" +#: ../../docs/about/faq.rst:361 +msgid "Is it possible to use Godot to create non-game applications?" msgstr "" -#: ../../docs/about/faq.rst:361 -msgid "Godot is meant to be used with its editor. We recommend you give it a try, as it will most likely save you time in the long term. There are no plans to make Godot usable as a library, as it would make the rest of the engine more convoluted and difficult to use for casual users." +#: ../../docs/about/faq.rst:363 +msgid "Yes! Godot features an extensive built-in UI system, and its small distribution size can make it a suitable alternative to frameworks like Electron or Qt." msgstr "" #: ../../docs/about/faq.rst:366 -msgid "If you want to use a rendering library, look into using an established rendering engine instead. Keep in mind rendering engines usually have smaller communities compared to Godot. This will make it more difficult to find answers to your questions." +msgid "When creating a non-game application, make sure to enable :ref:`low-processor mode ` in the Project Settings to decrease CPU and GPU usage." msgstr "" -#: ../../docs/about/faq.rst:372 -msgid "Why does Godot not use STL (Standard Template Library)" +#: ../../docs/about/faq.rst:370 +msgid "That said, we wouldn't recommend using Godot to create a *mobile* application since low-processor mode isn't supported on mobile platforms yet." msgstr "" -#: ../../docs/about/faq.rst:374 -msgid "Like many other libraries (Qt as an example), Godot does not make use of STL. We believe STL is a great general purpose library, but we had special requirements for Godot." -msgstr "" - -#: ../../docs/about/faq.rst:378 -msgid "STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead." -msgstr "" - -#: ../../docs/about/faq.rst:379 -msgid "Most of our containers cater to special needs, like Vector, which uses copy on write and we use to pass data around, or the RID system, which requires O(1) access time for performance. Likewise, our hash map implementations are designed to integrate seamlessly with internal engine types." +#: ../../docs/about/faq.rst:373 +msgid "Check out `Material Maker `__ and `Pixelorama `__ for examples of open source applications made with Godot." msgstr "" #: ../../docs/about/faq.rst:380 -msgid "Our containers have memory tracking built-in, which helps better track memory usage." -msgstr "" - -#: ../../docs/about/faq.rst:381 -msgid "For large arrays, we use pooled memory, which can be mapped to either a preallocated buffer or virtual memory." +msgid "Is it possible to use Godot as a library?" msgstr "" #: ../../docs/about/faq.rst:382 -msgid "We use our custom String type, as the one provided by STL is too basic and lacks proper internationalization support." -msgstr "" - -#: ../../docs/about/faq.rst:385 -msgid "Why does Godot not use exceptions?" +msgid "Godot is meant to be used with its editor. We recommend you give it a try, as it will most likely save you time in the long term. There are no plans to make Godot usable as a library, as it would make the rest of the engine more convoluted and difficult to use for casual users." msgstr "" #: ../../docs/about/faq.rst:387 -msgid "We believe games should not crash, no matter what. If an unexpected situation happens, Godot will print an error (which can be traced even to script), but then it will try to recover as gracefully as possible and keep going." +msgid "If you want to use a rendering library, look into using an established rendering engine instead. Keep in mind rendering engines usually have smaller communities compared to Godot. This will make it more difficult to find answers to your questions." msgstr "" -#: ../../docs/about/faq.rst:392 -msgid "Additionally, exceptions significantly increase binary size for the executable." +#: ../../docs/about/faq.rst:393 +msgid "What user interface toolkit does Godot use?" msgstr "" -#: ../../docs/about/faq.rst:396 -msgid "Why does Godot not enforce RTTI?" +#: ../../docs/about/faq.rst:395 +msgid "Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface toolkit, rendered using OpenGL ES or Vulkan. This toolkit is exposed in the form of Control nodes, which are used to render the editor (which is written in C++). These Control nodes can also be used in projects from any scripting language supported by Godot." msgstr "" -#: ../../docs/about/faq.rst:398 -msgid "Godot provides its own type-casting system, which can optionally use RTTI internally. Disabling RTTI in Godot means considerably smaller binary sizes can be achieved, at a little performance cost." +#: ../../docs/about/faq.rst:402 +msgid "This custom toolkit makes it possible to benefit from hardware acceleration and have a consistent appearance across all platforms. On top of that, it doesn't have to deal with the LGPL licensing caveats that come with GTK or Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor itself is one of the most complex users of Godot's UI system." msgstr "" -#: ../../docs/about/faq.rst:403 -msgid "Why does Godot not force users to implement DoD (Data oriented Design)?" +#: ../../docs/about/faq.rst:408 +msgid "This custom UI toolkit :ref:`can't be used as a library `, but you can still :ref:`use Godot to create non-game applications by using the editor `." msgstr "" -#: ../../docs/about/faq.rst:405 -msgid "While Godot internally for a lot of the heavy performance tasks attempts to use cache coherency as well as possible, we believe most users don't really need to be forced to use DoD practices." +#: ../../docs/about/faq.rst:413 +msgid "Why does Godot not use STL (Standard Template Library)" msgstr "" -#: ../../docs/about/faq.rst:409 -msgid "DoD is mostly a cache coherency optimization that can only gain you significant performance improvements when dealing with dozens of thousands of objects (which are processed every frame with little modification). As in, if you are moving a few hundred sprites or enemies per frame, DoD won't help you, and you should consider a different approach to optimization." -msgstr "" - -#: ../../docs/about/faq.rst:416 -msgid "The vast majority of games do not need this and Godot provides handy helpers to do the job for most cases when you do." +#: ../../docs/about/faq.rst:415 +msgid "Like many other libraries (Qt as an example), Godot does not make use of STL. We believe STL is a great general purpose library, but we had special requirements for Godot." msgstr "" #: ../../docs/about/faq.rst:419 -msgid "If a game that really needs to process such large amount of objects is needed, our recommendation is to use C++ and GDNative for the high performance parts and GDScript (or C#) for the rest of the game." +msgid "STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead." msgstr "" -#: ../../docs/about/faq.rst:424 -msgid "How can I support Godot development or contribute?" +#: ../../docs/about/faq.rst:420 +msgid "Most of our containers cater to special needs, like Vector, which uses copy on write and we use to pass data around, or the RID system, which requires O(1) access time for performance. Likewise, our hash map implementations are designed to integrate seamlessly with internal engine types." +msgstr "" + +#: ../../docs/about/faq.rst:421 +msgid "Our containers have memory tracking built-in, which helps better track memory usage." +msgstr "" + +#: ../../docs/about/faq.rst:422 +msgid "For large arrays, we use pooled memory, which can be mapped to either a preallocated buffer or virtual memory." +msgstr "" + +#: ../../docs/about/faq.rst:423 +msgid "We use our custom String type, as the one provided by STL is too basic and lacks proper internationalization support." msgstr "" #: ../../docs/about/faq.rst:426 +msgid "Why does Godot not use exceptions?" +msgstr "" + +#: ../../docs/about/faq.rst:428 +msgid "We believe games should not crash, no matter what. If an unexpected situation happens, Godot will print an error (which can be traced even to script), but then it will try to recover as gracefully as possible and keep going." +msgstr "" + +#: ../../docs/about/faq.rst:433 +msgid "Additionally, exceptions significantly increase binary size for the executable." +msgstr "" + +#: ../../docs/about/faq.rst:437 +msgid "Why does Godot not enforce RTTI?" +msgstr "" + +#: ../../docs/about/faq.rst:439 +msgid "Godot provides its own type-casting system, which can optionally use RTTI internally. Disabling RTTI in Godot means considerably smaller binary sizes can be achieved, at a little performance cost." +msgstr "" + +#: ../../docs/about/faq.rst:444 +msgid "Why does Godot not force users to implement DoD (Data oriented Design)?" +msgstr "" + +#: ../../docs/about/faq.rst:446 +msgid "While Godot internally for a lot of the heavy performance tasks attempts to use cache coherency as well as possible, we believe most users don't really need to be forced to use DoD practices." +msgstr "" + +#: ../../docs/about/faq.rst:450 +msgid "DoD is mostly a cache coherency optimization that can only gain you significant performance improvements when dealing with dozens of thousands of objects (which are processed every frame with little modification). As in, if you are moving a few hundred sprites or enemies per frame, DoD won't help you, and you should consider a different approach to optimization." +msgstr "" + +#: ../../docs/about/faq.rst:457 +msgid "The vast majority of games do not need this and Godot provides handy helpers to do the job for most cases when you do." +msgstr "" + +#: ../../docs/about/faq.rst:460 +msgid "If a game that really needs to process such large amount of objects is needed, our recommendation is to use C++ and GDNative for the high performance parts and GDScript (or C#) for the rest of the game." +msgstr "" + +#: ../../docs/about/faq.rst:465 +msgid "How can I support Godot development or contribute?" +msgstr "" + +#: ../../docs/about/faq.rst:467 msgid "See :ref:`doc_ways_to_contribute`." msgstr "" -#: ../../docs/about/faq.rst:429 +#: ../../docs/about/faq.rst:470 msgid "Who is working on Godot? How can I contact you?" msgstr "" -#: ../../docs/about/faq.rst:431 +#: ../../docs/about/faq.rst:472 msgid "See the corresponding page on the `Godot website `_." msgstr "" diff --git a/sphinx/templates/about/index.pot b/sphinx/templates/about/index.pot index 69735b7dce..0b500a4567 100644 --- a/sphinx/templates/about/index.pot +++ b/sphinx/templates/about/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/introduction.pot b/sphinx/templates/about/introduction.pot index 828d8e3b31..3d4ed6734c 100644 --- a/sphinx/templates/about/introduction.pot +++ b/sphinx/templates/about/introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/list_of_features.pot b/sphinx/templates/about/list_of_features.pot index ddb7492298..d6cefec7bd 100644 --- a/sphinx/templates/about/list_of_features.pot +++ b/sphinx/templates/about/list_of_features.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,1253 +61,1273 @@ msgid "Official binaries are compiled on Ubuntu 14.04." msgstr "" #: ../../docs/about/list_of_features.rst:30 -msgid "**Runs exported projects:**" -msgstr "" - -#: ../../docs/about/list_of_features.rst:32 -msgid "Android 4.4 and later." -msgstr "" - -#: ../../docs/about/list_of_features.rst:33 -msgid "iOS 10.0 and later." -msgstr "" - -#: ../../docs/about/list_of_features.rst:34 msgid "HTML5 via WebAssembly (Firefox, Chrome, Edge, Opera)." msgstr "" +#: ../../docs/about/list_of_features.rst:32 +msgid "**Runs exported projects:**" +msgstr "" + +#: ../../docs/about/list_of_features.rst:34 +msgid "Android 4.4 and later." +msgstr "" + #: ../../docs/about/list_of_features.rst:35 +msgid "iOS 10.0 and later." +msgstr "" + +#: ../../docs/about/list_of_features.rst:36 msgid ":ref:`Consoles `." msgstr "" #: ../../docs/about/list_of_features.rst:37 +msgid ":ref:`Headless Linux and macOS servers `." +msgstr "" + +#: ../../docs/about/list_of_features.rst:39 msgid "Godot aims to be as platform-independent as possible and can be ported to new platforms with relative ease." msgstr "" -#: ../../docs/about/list_of_features.rst:41 +#: ../../docs/about/list_of_features.rst:43 msgid "Editor" msgstr "" -#: ../../docs/about/list_of_features.rst:43 -#: ../../docs/about/list_of_features.rst:85 -#: ../../docs/about/list_of_features.rst:340 +#: ../../docs/about/list_of_features.rst:45 +#: ../../docs/about/list_of_features.rst:87 +#: ../../docs/about/list_of_features.rst:344 msgid "**Features:**" msgstr "" -#: ../../docs/about/list_of_features.rst:45 +#: ../../docs/about/list_of_features.rst:47 msgid "Scene tree editor." msgstr "" -#: ../../docs/about/list_of_features.rst:46 +#: ../../docs/about/list_of_features.rst:48 msgid "Script editor." msgstr "" -#: ../../docs/about/list_of_features.rst:47 +#: ../../docs/about/list_of_features.rst:49 msgid "Support for :ref:`external script editors ` such as Visual Studio Code or Vim." msgstr "" -#: ../../docs/about/list_of_features.rst:49 +#: ../../docs/about/list_of_features.rst:51 msgid "GDScript :ref:`debugger `." msgstr "" -#: ../../docs/about/list_of_features.rst:51 +#: ../../docs/about/list_of_features.rst:53 msgid "No support for debugging in threads yet." msgstr "" -#: ../../docs/about/list_of_features.rst:52 +#: ../../docs/about/list_of_features.rst:54 msgid "Performance monitoring tools." msgstr "" -#: ../../docs/about/list_of_features.rst:53 +#: ../../docs/about/list_of_features.rst:55 msgid "Live script reloading." msgstr "" -#: ../../docs/about/list_of_features.rst:54 +#: ../../docs/about/list_of_features.rst:56 msgid "Live scene editing." msgstr "" -#: ../../docs/about/list_of_features.rst:56 +#: ../../docs/about/list_of_features.rst:58 msgid "Changes will reflect in the editor and will be kept after closing the running project." msgstr "" -#: ../../docs/about/list_of_features.rst:58 +#: ../../docs/about/list_of_features.rst:60 msgid "Remote inspector." msgstr "" -#: ../../docs/about/list_of_features.rst:60 +#: ../../docs/about/list_of_features.rst:62 msgid "Changes won't reflect in the editor and won't be kept after closing the running project." msgstr "" -#: ../../docs/about/list_of_features.rst:62 +#: ../../docs/about/list_of_features.rst:64 msgid "Live camera replication." msgstr "" -#: ../../docs/about/list_of_features.rst:64 +#: ../../docs/about/list_of_features.rst:66 msgid "Move the in-editor camera and see the result in the running project." msgstr "" -#: ../../docs/about/list_of_features.rst:66 +#: ../../docs/about/list_of_features.rst:68 msgid "Use the editor in dozens of languages contributed by the community." msgstr "" -#: ../../docs/about/list_of_features.rst:68 +#: ../../docs/about/list_of_features.rst:70 msgid "**Plugins:**" msgstr "" -#: ../../docs/about/list_of_features.rst:70 +#: ../../docs/about/list_of_features.rst:72 msgid "Editor plugins can be downloaded from the :ref:`asset library ` to extend editor functionality." msgstr "" -#: ../../docs/about/list_of_features.rst:72 +#: ../../docs/about/list_of_features.rst:74 msgid "Create your own plugins using GDScript to add new features or speed up your workflow." msgstr "" -#: ../../docs/about/list_of_features.rst:73 +#: ../../docs/about/list_of_features.rst:75 msgid "Download projects from the asset library in the project manager and import them directly." msgstr "" -#: ../../docs/about/list_of_features.rst:76 +#: ../../docs/about/list_of_features.rst:78 msgid "2D graphics" msgstr "" -#: ../../docs/about/list_of_features.rst:78 -#: ../../docs/about/list_of_features.rst:142 +#: ../../docs/about/list_of_features.rst:80 +#: ../../docs/about/list_of_features.rst:144 msgid "**Two renderers available:**" msgstr "" -#: ../../docs/about/list_of_features.rst:80 -#: ../../docs/about/list_of_features.rst:145 +#: ../../docs/about/list_of_features.rst:82 +#: ../../docs/about/list_of_features.rst:147 msgid "OpenGL ES 3.0 renderer (uses OpenGL 3.3 on desktop platforms)." msgstr "" -#: ../../docs/about/list_of_features.rst:81 -#: ../../docs/about/list_of_features.rst:145 +#: ../../docs/about/list_of_features.rst:83 +#: ../../docs/about/list_of_features.rst:147 msgid "High-end visuals. Recommended on desktop platforms." msgstr "" -#: ../../docs/about/list_of_features.rst:83 -#: ../../docs/about/list_of_features.rst:151 +#: ../../docs/about/list_of_features.rst:85 +#: ../../docs/about/list_of_features.rst:153 msgid "OpenGL ES 2.0 renderer (uses OpenGL 2.1 on desktop platforms)." msgstr "" -#: ../../docs/about/list_of_features.rst:83 -#: ../../docs/about/list_of_features.rst:148 +#: ../../docs/about/list_of_features.rst:85 +#: ../../docs/about/list_of_features.rst:150 msgid "Recommended on mobile and Web platforms." msgstr "" -#: ../../docs/about/list_of_features.rst:87 +#: ../../docs/about/list_of_features.rst:89 msgid "Sprite, polygon and line rendering." msgstr "" -#: ../../docs/about/list_of_features.rst:89 +#: ../../docs/about/list_of_features.rst:91 msgid "High-level tools to draw lines and polygons such as Polygon2D and Line2D." msgstr "" -#: ../../docs/about/list_of_features.rst:91 +#: ../../docs/about/list_of_features.rst:93 msgid "AnimatedSprite as a helper for creating animated sprites." msgstr "" -#: ../../docs/about/list_of_features.rst:92 +#: ../../docs/about/list_of_features.rst:94 msgid "Parallax layers." msgstr "" -#: ../../docs/about/list_of_features.rst:94 +#: ../../docs/about/list_of_features.rst:96 msgid "Pseudo-3D support by automatically duplicating a layer several times." msgstr "" -#: ../../docs/about/list_of_features.rst:96 +#: ../../docs/about/list_of_features.rst:98 msgid "2D lighting with normal maps." msgstr "" -#: ../../docs/about/list_of_features.rst:98 +#: ../../docs/about/list_of_features.rst:100 msgid "Hard or soft shadows." msgstr "" -#: ../../docs/about/list_of_features.rst:100 +#: ../../docs/about/list_of_features.rst:102 msgid "Font rendering using bitmaps (BitmapFont) or rasterization using FreeType (DynamicFont)." msgstr "" -#: ../../docs/about/list_of_features.rst:102 +#: ../../docs/about/list_of_features.rst:104 msgid "Bitmap fonts can be exported using tools like BMFont." msgstr "" -#: ../../docs/about/list_of_features.rst:103 +#: ../../docs/about/list_of_features.rst:105 msgid "DynamicFont supports monochrome fonts as well as colored fonts. Supported formats are TTF and OTF." msgstr "" -#: ../../docs/about/list_of_features.rst:105 +#: ../../docs/about/list_of_features.rst:107 msgid "DynamicFont supports optional font outlines with adjustable width and color." msgstr "" -#: ../../docs/about/list_of_features.rst:106 +#: ../../docs/about/list_of_features.rst:108 msgid "Support for font oversampling to keep fonts sharp at higher resolutions." msgstr "" -#: ../../docs/about/list_of_features.rst:108 +#: ../../docs/about/list_of_features.rst:110 msgid "GPU-based particles with support for custom particle shaders." msgstr "" -#: ../../docs/about/list_of_features.rst:109 -#: ../../docs/about/list_of_features.rst:215 +#: ../../docs/about/list_of_features.rst:111 +#: ../../docs/about/list_of_features.rst:217 msgid "CPU-based particles." msgstr "" -#: ../../docs/about/list_of_features.rst:112 +#: ../../docs/about/list_of_features.rst:114 msgid "2D tools" msgstr "" -#: ../../docs/about/list_of_features.rst:114 +#: ../../docs/about/list_of_features.rst:116 msgid "2D camera with built-in smoothing and drag margins." msgstr "" -#: ../../docs/about/list_of_features.rst:115 +#: ../../docs/about/list_of_features.rst:117 msgid "Path2D node to represent a path in 2D space." msgstr "" -#: ../../docs/about/list_of_features.rst:117 -#: ../../docs/about/list_of_features.rst:254 +#: ../../docs/about/list_of_features.rst:119 +#: ../../docs/about/list_of_features.rst:258 msgid "Can be drawn in the editor or generated procedurally." msgstr "" -#: ../../docs/about/list_of_features.rst:118 +#: ../../docs/about/list_of_features.rst:120 msgid "PathFollow2D node to make nodes follow a Path2D." msgstr "" -#: ../../docs/about/list_of_features.rst:120 +#: ../../docs/about/list_of_features.rst:122 msgid "2D geometry helper class." msgstr "" -#: ../../docs/about/list_of_features.rst:121 +#: ../../docs/about/list_of_features.rst:123 msgid "Line2D node to draw textured 2D lines." msgstr "" -#: ../../docs/about/list_of_features.rst:124 +#: ../../docs/about/list_of_features.rst:126 msgid "2D physics" msgstr "" -#: ../../docs/about/list_of_features.rst:126 -#: ../../docs/about/list_of_features.rst:262 +#: ../../docs/about/list_of_features.rst:128 +#: ../../docs/about/list_of_features.rst:266 msgid "**Physics bodies:**" msgstr "" -#: ../../docs/about/list_of_features.rst:128 -#: ../../docs/about/list_of_features.rst:264 +#: ../../docs/about/list_of_features.rst:130 +#: ../../docs/about/list_of_features.rst:268 msgid "Static bodies." msgstr "" -#: ../../docs/about/list_of_features.rst:129 -#: ../../docs/about/list_of_features.rst:265 +#: ../../docs/about/list_of_features.rst:131 +#: ../../docs/about/list_of_features.rst:269 msgid "Rigid bodies." msgstr "" -#: ../../docs/about/list_of_features.rst:130 -#: ../../docs/about/list_of_features.rst:266 +#: ../../docs/about/list_of_features.rst:132 +#: ../../docs/about/list_of_features.rst:270 msgid "Kinematic bodies." msgstr "" -#: ../../docs/about/list_of_features.rst:131 -#: ../../docs/about/list_of_features.rst:268 +#: ../../docs/about/list_of_features.rst:133 +#: ../../docs/about/list_of_features.rst:272 msgid "Joints." msgstr "" -#: ../../docs/about/list_of_features.rst:132 -#: ../../docs/about/list_of_features.rst:271 +#: ../../docs/about/list_of_features.rst:134 +#: ../../docs/about/list_of_features.rst:275 msgid "Areas to detect bodies entering or leaving it." msgstr "" -#: ../../docs/about/list_of_features.rst:134 -#: ../../docs/about/list_of_features.rst:273 +#: ../../docs/about/list_of_features.rst:136 +#: ../../docs/about/list_of_features.rst:277 msgid "**Collision detection:**" msgstr "" -#: ../../docs/about/list_of_features.rst:136 +#: ../../docs/about/list_of_features.rst:138 msgid "Built-in shapes: line, box, circle, capsule." msgstr "" -#: ../../docs/about/list_of_features.rst:137 +#: ../../docs/about/list_of_features.rst:139 msgid "Collision polygons (can be drawn manually or generated from a sprite in the editor)." msgstr "" -#: ../../docs/about/list_of_features.rst:140 +#: ../../docs/about/list_of_features.rst:142 msgid "3D graphics" msgstr "" -#: ../../docs/about/list_of_features.rst:146 +#: ../../docs/about/list_of_features.rst:148 msgid "HDR rendering with sRGB." msgstr "" -#: ../../docs/about/list_of_features.rst:149 +#: ../../docs/about/list_of_features.rst:151 msgid "LDR rendering for greater compatibility." msgstr "" -#: ../../docs/about/list_of_features.rst:150 +#: ../../docs/about/list_of_features.rst:152 msgid "Not all features are available. Features available only when using the OpenGL ES 3.0 renderer are marked *GLES3* below." msgstr "" -#: ../../docs/about/list_of_features.rst:153 +#: ../../docs/about/list_of_features.rst:155 msgid "**Camera:**" msgstr "" -#: ../../docs/about/list_of_features.rst:155 +#: ../../docs/about/list_of_features.rst:157 msgid "Perspective, orthographic and frustum-offset cameras." msgstr "" -#: ../../docs/about/list_of_features.rst:157 +#: ../../docs/about/list_of_features.rst:159 msgid "**Physically-based rendering:**" msgstr "" -#: ../../docs/about/list_of_features.rst:159 +#: ../../docs/about/list_of_features.rst:161 msgid "Follows the Disney PBR model." msgstr "" -#: ../../docs/about/list_of_features.rst:160 +#: ../../docs/about/list_of_features.rst:162 msgid "Uses a roughness-metallic workflow with support for ORM textures." msgstr "" -#: ../../docs/about/list_of_features.rst:161 +#: ../../docs/about/list_of_features.rst:163 msgid "Normal mapping." msgstr "" -#: ../../docs/about/list_of_features.rst:162 +#: ../../docs/about/list_of_features.rst:164 msgid "*GLES3:* Parallax/relief mapping with automatic level of detail based on distance." msgstr "" -#: ../../docs/about/list_of_features.rst:163 +#: ../../docs/about/list_of_features.rst:165 msgid "*GLES3:* Sub-surface scattering and transmittance." msgstr "" -#: ../../docs/about/list_of_features.rst:164 +#: ../../docs/about/list_of_features.rst:166 msgid "*GLES3:* Proximity fade (soft particles)." msgstr "" -#: ../../docs/about/list_of_features.rst:165 +#: ../../docs/about/list_of_features.rst:167 msgid "Distance fade which can use alpha blending or dithering to avoid going through the transparent pipeline." msgstr "" -#: ../../docs/about/list_of_features.rst:167 +#: ../../docs/about/list_of_features.rst:169 msgid "Dithering can be determined on a per-pixel or per-object basis." msgstr "" -#: ../../docs/about/list_of_features.rst:169 +#: ../../docs/about/list_of_features.rst:171 msgid "**Real-time lighting:**" msgstr "" -#: ../../docs/about/list_of_features.rst:171 +#: ../../docs/about/list_of_features.rst:173 msgid "Directional lights (sun/moon). Up to 4 per scene." msgstr "" -#: ../../docs/about/list_of_features.rst:172 +#: ../../docs/about/list_of_features.rst:174 msgid "Omnidirectional lights." msgstr "" -#: ../../docs/about/list_of_features.rst:173 +#: ../../docs/about/list_of_features.rst:175 msgid "Spot lights with adjustable cone angle and attenuation." msgstr "" -#: ../../docs/about/list_of_features.rst:175 +#: ../../docs/about/list_of_features.rst:177 msgid "**Shadow mapping:**" msgstr "" -#: ../../docs/about/list_of_features.rst:177 +#: ../../docs/about/list_of_features.rst:179 msgid "*DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split. Supports blending between splits." msgstr "" -#: ../../docs/about/list_of_features.rst:179 +#: ../../docs/about/list_of_features.rst:181 msgid "*OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate). Supports colored projector textures in the form of panoramas." msgstr "" -#: ../../docs/about/list_of_features.rst:181 +#: ../../docs/about/list_of_features.rst:183 msgid "*SpotLight:* Single texture." msgstr "" -#: ../../docs/about/list_of_features.rst:183 +#: ../../docs/about/list_of_features.rst:185 msgid "**Global illumination with indirect lighting:**" msgstr "" -#: ../../docs/about/list_of_features.rst:185 +#: ../../docs/about/list_of_features.rst:187 msgid "Baked lightmaps (fast, but can't be updated at run-time)." msgstr "" -#: ../../docs/about/list_of_features.rst:187 +#: ../../docs/about/list_of_features.rst:189 msgid "Lightmaps are baked on the CPU." msgstr "" -#: ../../docs/about/list_of_features.rst:189 +#: ../../docs/about/list_of_features.rst:191 msgid "*GLES3:* GI probes (slower, semi-real-time). Supports reflections." msgstr "" -#: ../../docs/about/list_of_features.rst:191 +#: ../../docs/about/list_of_features.rst:193 msgid "**Reflections:**" msgstr "" -#: ../../docs/about/list_of_features.rst:193 +#: ../../docs/about/list_of_features.rst:195 msgid "*GLES3:* Voxel-based reflections (when using GI probes)." msgstr "" -#: ../../docs/about/list_of_features.rst:194 +#: ../../docs/about/list_of_features.rst:196 msgid "Fast baked reflections or slow real-time reflections using ReflectionProbe. Parallax correction can optionally be enabled." msgstr "" -#: ../../docs/about/list_of_features.rst:196 +#: ../../docs/about/list_of_features.rst:198 msgid "*GLES3:* Screen-space reflections." msgstr "" -#: ../../docs/about/list_of_features.rst:197 +#: ../../docs/about/list_of_features.rst:199 msgid "Reflection techniques can be mixed together for greater accuracy." msgstr "" -#: ../../docs/about/list_of_features.rst:199 +#: ../../docs/about/list_of_features.rst:201 msgid "**Sky:**" msgstr "" -#: ../../docs/about/list_of_features.rst:201 +#: ../../docs/about/list_of_features.rst:203 msgid "Panorama sky (using an HDRI)." msgstr "" -#: ../../docs/about/list_of_features.rst:202 +#: ../../docs/about/list_of_features.rst:204 msgid "Procedural sky." msgstr "" -#: ../../docs/about/list_of_features.rst:204 +#: ../../docs/about/list_of_features.rst:206 msgid "**Fog:**" msgstr "" -#: ../../docs/about/list_of_features.rst:206 +#: ../../docs/about/list_of_features.rst:208 msgid "Depth fog with an adjustable attenuation curve." msgstr "" -#: ../../docs/about/list_of_features.rst:207 +#: ../../docs/about/list_of_features.rst:209 msgid "Height fog (floor or ceiling) with adjustable attenuation." msgstr "" -#: ../../docs/about/list_of_features.rst:208 +#: ../../docs/about/list_of_features.rst:210 msgid "Support for automatic depth fog color depending on the camera direction (to match the sun color)." msgstr "" -#: ../../docs/about/list_of_features.rst:210 +#: ../../docs/about/list_of_features.rst:212 msgid "Optional transmittance to make lights more visible in the fog." msgstr "" -#: ../../docs/about/list_of_features.rst:212 +#: ../../docs/about/list_of_features.rst:214 msgid "**Particles:**" msgstr "" -#: ../../docs/about/list_of_features.rst:214 +#: ../../docs/about/list_of_features.rst:216 msgid "*GLES3:* GPU-based particles with support for custom particle shaders." msgstr "" -#: ../../docs/about/list_of_features.rst:217 +#: ../../docs/about/list_of_features.rst:219 msgid "**Post-processing:**" msgstr "" -#: ../../docs/about/list_of_features.rst:219 +#: ../../docs/about/list_of_features.rst:221 msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)." msgstr "" -#: ../../docs/about/list_of_features.rst:220 +#: ../../docs/about/list_of_features.rst:222 msgid "*GLES3:* Automatic exposure adjustments based on viewport brightness." msgstr "" -#: ../../docs/about/list_of_features.rst:221 +#: ../../docs/about/list_of_features.rst:223 msgid "*GLES3:* Near and far depth of field." msgstr "" -#: ../../docs/about/list_of_features.rst:222 +#: ../../docs/about/list_of_features.rst:224 msgid "*GLES3:* Screen-space ambient occlusion." msgstr "" -#: ../../docs/about/list_of_features.rst:223 -msgid "Glow/bloom with optional bicubic upscaling and several blend modes available: Screen, Soft Light, Add, Replace." -msgstr "" - #: ../../docs/about/list_of_features.rst:225 -msgid "Color correction using an one-dimensional ramp." +msgid "*GLES3:* Optional debanding to avoid color banding (effective when HDR rendering is enabled)." msgstr "" #: ../../docs/about/list_of_features.rst:226 -msgid "Brightness, contrast and saturation adjustments." +msgid "Glow/bloom with optional bicubic upscaling and several blend modes available: Screen, Soft Light, Add, Replace." msgstr "" #: ../../docs/about/list_of_features.rst:228 +msgid "Color correction using an one-dimensional ramp." +msgstr "" + +#: ../../docs/about/list_of_features.rst:229 +msgid "Brightness, contrast and saturation adjustments." +msgstr "" + +#: ../../docs/about/list_of_features.rst:231 msgid "**Texture filtering:**" msgstr "" -#: ../../docs/about/list_of_features.rst:230 +#: ../../docs/about/list_of_features.rst:233 msgid "Nearest, bilinear, trilinear or anisotropic filtering." msgstr "" -#: ../../docs/about/list_of_features.rst:232 +#: ../../docs/about/list_of_features.rst:235 msgid "**Texture compression:**" msgstr "" -#: ../../docs/about/list_of_features.rst:234 +#: ../../docs/about/list_of_features.rst:237 msgid "*GLES3:* BPTC for high-quality compression (not supported on macOS)." msgstr "" -#: ../../docs/about/list_of_features.rst:235 +#: ../../docs/about/list_of_features.rst:238 msgid "*GLES3:* ETC2 (not supported on macOS)." msgstr "" -#: ../../docs/about/list_of_features.rst:236 +#: ../../docs/about/list_of_features.rst:239 msgid "ETC1 (recommended when using the GLES2 renderer)." msgstr "" -#: ../../docs/about/list_of_features.rst:237 +#: ../../docs/about/list_of_features.rst:240 msgid "*GLES3:* S3TC (not supported on mobile/Web platforms)." msgstr "" -#: ../../docs/about/list_of_features.rst:239 +#: ../../docs/about/list_of_features.rst:242 msgid "**Anti-aliasing:**" msgstr "" -#: ../../docs/about/list_of_features.rst:241 +#: ../../docs/about/list_of_features.rst:244 msgid "Multi-sample antialiasing (MSAA)." msgstr "" -#: ../../docs/about/list_of_features.rst:243 -msgid "Most of these effects can be adjusted for better performance or to further improve quality. This can be helpful when using Godot for offline rendering." +#: ../../docs/about/list_of_features.rst:245 +msgid "Fast approximate antialiasing (FXAA)." msgstr "" #: ../../docs/about/list_of_features.rst:247 -msgid "3D tools" -msgstr "" - -#: ../../docs/about/list_of_features.rst:249 -msgid "Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad." -msgstr "" - -#: ../../docs/about/list_of_features.rst:250 -msgid "Tools for :ref:`procedural geometry generation `." +msgid "Most of these effects can be adjusted for better performance or to further improve quality. This can be helpful when using Godot for offline rendering." msgstr "" #: ../../docs/about/list_of_features.rst:251 -msgid ":ref:`Constructive solid geometry ` (intended for prototyping)." +msgid "3D tools" msgstr "" -#: ../../docs/about/list_of_features.rst:252 -msgid "Path3D node to represent a path in 3D space." +#: ../../docs/about/list_of_features.rst:253 +msgid "Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad." +msgstr "" + +#: ../../docs/about/list_of_features.rst:254 +msgid "Tools for :ref:`procedural geometry generation `." msgstr "" #: ../../docs/about/list_of_features.rst:255 +msgid ":ref:`Constructive solid geometry ` (intended for prototyping)." +msgstr "" + +#: ../../docs/about/list_of_features.rst:256 +msgid "Path3D node to represent a path in 3D space." +msgstr "" + +#: ../../docs/about/list_of_features.rst:259 msgid "PathFollow3D node to make nodes follow a Path3D." msgstr "" -#: ../../docs/about/list_of_features.rst:257 +#: ../../docs/about/list_of_features.rst:261 msgid "3D geometry helper class." msgstr "" -#: ../../docs/about/list_of_features.rst:260 +#: ../../docs/about/list_of_features.rst:264 msgid "3D physics" msgstr "" -#: ../../docs/about/list_of_features.rst:267 +#: ../../docs/about/list_of_features.rst:271 msgid "Vehicle bodies (intended for arcade physics, not simulation)." msgstr "" -#: ../../docs/about/list_of_features.rst:269 +#: ../../docs/about/list_of_features.rst:273 msgid "Soft bodies." msgstr "" -#: ../../docs/about/list_of_features.rst:270 +#: ../../docs/about/list_of_features.rst:274 msgid "Ragdolls." msgstr "" -#: ../../docs/about/list_of_features.rst:275 -msgid "Built-in shapes: cuboid, sphere, capsule, cylinder (only with Bullet physics)." -msgstr "" - -#: ../../docs/about/list_of_features.rst:276 -msgid "Generate triangle collision shapes for any mesh from the editor." -msgstr "" - -#: ../../docs/about/list_of_features.rst:277 -msgid "Generate one or several convex collision shapes for any mesh from the editor." +#: ../../docs/about/list_of_features.rst:279 +msgid "Built-in shapes: cuboid, sphere, capsule, cylinder." msgstr "" #: ../../docs/about/list_of_features.rst:280 -msgid "Shaders" +msgid "Generate triangle collision shapes for any mesh from the editor." msgstr "" -#: ../../docs/about/list_of_features.rst:282 -msgid "*2D:* Custom vertex, fragment, and light shaders." -msgstr "" - -#: ../../docs/about/list_of_features.rst:283 -msgid "*3D:* Custom vertex, fragment, light, and sky shaders." +#: ../../docs/about/list_of_features.rst:281 +msgid "Generate one or several convex collision shapes for any mesh from the editor." msgstr "" #: ../../docs/about/list_of_features.rst:284 -msgid "Text-based shaders using a `shader language inspired by GLSL `." +msgid "Shaders" msgstr "" -#: ../../docs/about/list_of_features.rst:285 -msgid "Visual shader editor." +#: ../../docs/about/list_of_features.rst:286 +msgid "*2D:* Custom vertex, fragment, and light shaders." msgstr "" #: ../../docs/about/list_of_features.rst:287 +msgid "*3D:* Custom vertex, fragment, light, and sky shaders." +msgstr "" + +#: ../../docs/about/list_of_features.rst:288 +msgid "Text-based shaders using a `shader language inspired by GLSL `." +msgstr "" + +#: ../../docs/about/list_of_features.rst:289 +msgid "Visual shader editor." +msgstr "" + +#: ../../docs/about/list_of_features.rst:291 msgid "Support for visual shader plugins." msgstr "" -#: ../../docs/about/list_of_features.rst:290 +#: ../../docs/about/list_of_features.rst:294 msgid "Scripting" msgstr "" -#: ../../docs/about/list_of_features.rst:292 +#: ../../docs/about/list_of_features.rst:296 msgid "**General:**" msgstr "" -#: ../../docs/about/list_of_features.rst:294 +#: ../../docs/about/list_of_features.rst:298 msgid "Object-oriented design pattern with scripts extending nodes." msgstr "" -#: ../../docs/about/list_of_features.rst:295 +#: ../../docs/about/list_of_features.rst:299 msgid "Signals and groups for communicating between scripts." msgstr "" -#: ../../docs/about/list_of_features.rst:296 +#: ../../docs/about/list_of_features.rst:300 msgid "Support for :ref:`cross-language scripting `." msgstr "" -#: ../../docs/about/list_of_features.rst:297 +#: ../../docs/about/list_of_features.rst:301 msgid "Many 2D and 3D linear algebra data types such as vectors and transforms." msgstr "" -#: ../../docs/about/list_of_features.rst:299 +#: ../../docs/about/list_of_features.rst:303 msgid ":ref:`GDScript: `" msgstr "" -#: ../../docs/about/list_of_features.rst:301 +#: ../../docs/about/list_of_features.rst:305 msgid ":ref:`High-level interpreted language ` with :ref:`optional static typing `." msgstr "" -#: ../../docs/about/list_of_features.rst:303 +#: ../../docs/about/list_of_features.rst:307 msgid "Syntax inspired by Python." msgstr "" -#: ../../docs/about/list_of_features.rst:304 +#: ../../docs/about/list_of_features.rst:308 msgid "Syntax highlighting is provided on GitHub." msgstr "" -#: ../../docs/about/list_of_features.rst:305 +#: ../../docs/about/list_of_features.rst:309 msgid ":ref:`Use threads ` to perform asynchronous actions or make use of multiple processor cores." msgstr "" -#: ../../docs/about/list_of_features.rst:308 +#: ../../docs/about/list_of_features.rst:312 msgid ":ref:`C#: `" msgstr "" -#: ../../docs/about/list_of_features.rst:310 +#: ../../docs/about/list_of_features.rst:314 msgid "Packaged in a separate binary to keep file sizes and dependencies down." msgstr "" -#: ../../docs/about/list_of_features.rst:311 +#: ../../docs/about/list_of_features.rst:315 msgid "Uses Mono 6.x." msgstr "" -#: ../../docs/about/list_of_features.rst:313 +#: ../../docs/about/list_of_features.rst:317 msgid "Full support for the C# 7.0 syntax and features." msgstr "" -#: ../../docs/about/list_of_features.rst:315 +#: ../../docs/about/list_of_features.rst:319 msgid "Supports all platforms." msgstr "" -#: ../../docs/about/list_of_features.rst:316 +#: ../../docs/about/list_of_features.rst:320 msgid "Using an external editor is recommended to benefit from IDE functionality." msgstr "" -#: ../../docs/about/list_of_features.rst:318 +#: ../../docs/about/list_of_features.rst:322 msgid ":ref:`VisualScript: `" msgstr "" -#: ../../docs/about/list_of_features.rst:320 +#: ../../docs/about/list_of_features.rst:324 msgid ":ref:`Graph-based visual scripting language `." msgstr "" -#: ../../docs/about/list_of_features.rst:321 +#: ../../docs/about/list_of_features.rst:325 msgid "Works best when used for specific purposes (such as level-specific logic) rather than as a language to create entire projects." msgstr "" -#: ../../docs/about/list_of_features.rst:324 +#: ../../docs/about/list_of_features.rst:328 msgid "**GDNative (C, C++, Rust, D, ...):**" msgstr "" -#: ../../docs/about/list_of_features.rst:326 +#: ../../docs/about/list_of_features.rst:330 msgid "When you need it, link to native libraries for higher performance and third-party integrations." msgstr "" -#: ../../docs/about/list_of_features.rst:328 +#: ../../docs/about/list_of_features.rst:332 msgid "For scripting game logic, GDScript or C# are recommended if their performance is suitable." msgstr "" -#: ../../docs/about/list_of_features.rst:331 +#: ../../docs/about/list_of_features.rst:335 msgid "Official bindings for C and C++." msgstr "" -#: ../../docs/about/list_of_features.rst:333 +#: ../../docs/about/list_of_features.rst:337 msgid "Use any build system and language features you wish." msgstr "" -#: ../../docs/about/list_of_features.rst:335 +#: ../../docs/about/list_of_features.rst:339 msgid "Maintained D, Kotlin, Python, Nim, and Rust bindings provided by the community." msgstr "" -#: ../../docs/about/list_of_features.rst:338 +#: ../../docs/about/list_of_features.rst:342 msgid "Audio" msgstr "" -#: ../../docs/about/list_of_features.rst:342 +#: ../../docs/about/list_of_features.rst:346 msgid "Mono, stereo, 5.1 and 7.1 output." msgstr "" -#: ../../docs/about/list_of_features.rst:343 +#: ../../docs/about/list_of_features.rst:347 msgid "Non-positional and positional playback in 2D and 3D." msgstr "" -#: ../../docs/about/list_of_features.rst:345 +#: ../../docs/about/list_of_features.rst:349 msgid "Optional Doppler effect in 2D and 3D." msgstr "" -#: ../../docs/about/list_of_features.rst:347 +#: ../../docs/about/list_of_features.rst:351 msgid "Support for re-routable :ref:`audio buses ` and effects with dozens of effects included." msgstr "" -#: ../../docs/about/list_of_features.rst:349 +#: ../../docs/about/list_of_features.rst:353 msgid "Listener3D node to listen from a position different than the camera in 3D." msgstr "" -#: ../../docs/about/list_of_features.rst:350 -msgid "Audio input to record microphones." -msgstr "" - -#: ../../docs/about/list_of_features.rst:351 -msgid "MIDI input." -msgstr "" - -#: ../../docs/about/list_of_features.rst:353 -msgid "No support for MIDI output yet." +#: ../../docs/about/list_of_features.rst:354 +msgid "Audio input to record microphones with real-time access using the AudioEffectCapture class." msgstr "" #: ../../docs/about/list_of_features.rst:355 -msgid "**APIs used:**" +msgid "MIDI input." msgstr "" #: ../../docs/about/list_of_features.rst:357 -msgid "*Windows:* WASAPI." -msgstr "" - -#: ../../docs/about/list_of_features.rst:358 -msgid "*macOS:* CoreAudio." +msgid "No support for MIDI output yet." msgstr "" #: ../../docs/about/list_of_features.rst:359 -msgid "*Linux:* PulseAudio or ALSA." +msgid "**APIs used:**" +msgstr "" + +#: ../../docs/about/list_of_features.rst:361 +msgid "*Windows:* WASAPI." msgstr "" #: ../../docs/about/list_of_features.rst:362 -msgid "Import" +msgid "*macOS:* CoreAudio." msgstr "" -#: ../../docs/about/list_of_features.rst:364 -msgid "Support for :ref:`custom import plugins `." +#: ../../docs/about/list_of_features.rst:363 +msgid "*Linux:* PulseAudio or ALSA." msgstr "" #: ../../docs/about/list_of_features.rst:366 -msgid "**Formats:**" +msgid "Import" msgstr "" #: ../../docs/about/list_of_features.rst:368 -msgid "*Images:* See :ref:`doc_import_images`." +msgid "Support for :ref:`custom import plugins `." msgstr "" -#: ../../docs/about/list_of_features.rst:369 -msgid "*Audio:*" -msgstr "" - -#: ../../docs/about/list_of_features.rst:371 -msgid "WAV with optional IMA-ADPCM compression." +#: ../../docs/about/list_of_features.rst:370 +msgid "**Formats:**" msgstr "" #: ../../docs/about/list_of_features.rst:372 -msgid "Ogg Vorbis." +msgid "*Images:* See :ref:`doc_import_images`." msgstr "" #: ../../docs/about/list_of_features.rst:373 -msgid "MP3." +msgid "*Audio:*" msgstr "" #: ../../docs/about/list_of_features.rst:375 -msgid "*3D scenes:*" +msgid "WAV with optional IMA-ADPCM compression." +msgstr "" + +#: ../../docs/about/list_of_features.rst:376 +msgid "Ogg Vorbis." msgstr "" #: ../../docs/about/list_of_features.rst:377 -msgid "glTF 2.0 *(recommended)*." +msgid "MP3." msgstr "" -#: ../../docs/about/list_of_features.rst:378 -msgid "`ESCN `__ (direct export from Blender)." -msgstr "" - -#: ../../docs/about/list_of_features.rst:380 -msgid "FBX (experimental)." +#: ../../docs/about/list_of_features.rst:379 +msgid "*3D scenes:*" msgstr "" #: ../../docs/about/list_of_features.rst:381 -msgid "Collada (.dae)." +msgid "glTF 2.0 *(recommended)*." msgstr "" #: ../../docs/about/list_of_features.rst:382 -msgid "Wavefront OBJ (static scenes only, can be loaded directly as a mesh)." +msgid "`ESCN `__ (direct export from Blender)." +msgstr "" + +#: ../../docs/about/list_of_features.rst:384 +msgid "FBX (experimental)." msgstr "" #: ../../docs/about/list_of_features.rst:385 -msgid "Input" +msgid "Collada (.dae)." msgstr "" -#: ../../docs/about/list_of_features.rst:387 -msgid "Input mapping system using hardcoded input events or remappable input actions." +#: ../../docs/about/list_of_features.rst:386 +msgid "Wavefront OBJ (static scenes only, can be loaded directly as a mesh)." msgstr "" #: ../../docs/about/list_of_features.rst:389 +msgid "Input" +msgstr "" + +#: ../../docs/about/list_of_features.rst:391 +msgid "Input mapping system using hardcoded input events or remappable input actions." +msgstr "" + +#: ../../docs/about/list_of_features.rst:393 msgid "Axis values can be mapped to two different actions with a configurable deadzone." msgstr "" -#: ../../docs/about/list_of_features.rst:390 +#: ../../docs/about/list_of_features.rst:394 msgid "Use the same code to support both keyboards and gamepads." msgstr "" -#: ../../docs/about/list_of_features.rst:392 +#: ../../docs/about/list_of_features.rst:396 msgid "Keyboard input." msgstr "" -#: ../../docs/about/list_of_features.rst:394 +#: ../../docs/about/list_of_features.rst:398 msgid "Keys can be mapped in \"physical\" mode to be independent of the keyboard layout." msgstr "" -#: ../../docs/about/list_of_features.rst:396 +#: ../../docs/about/list_of_features.rst:400 msgid "Mouse input." msgstr "" -#: ../../docs/about/list_of_features.rst:398 +#: ../../docs/about/list_of_features.rst:402 msgid "The mouse cursor can be visible, hidden, captured or confined within the window." msgstr "" -#: ../../docs/about/list_of_features.rst:399 +#: ../../docs/about/list_of_features.rst:403 msgid "When captured, raw input will be used on Windows and Linux to sidestep the OS' mouse acceleration settings." msgstr "" -#: ../../docs/about/list_of_features.rst:402 +#: ../../docs/about/list_of_features.rst:406 msgid "Gamepad input (up to 8 simultaneous controllers)." msgstr "" -#: ../../docs/about/list_of_features.rst:403 +#: ../../docs/about/list_of_features.rst:407 msgid "Pen/tablet input with pressure support." msgstr "" -#: ../../docs/about/list_of_features.rst:406 -msgid "Navigation" -msgstr "" - #: ../../docs/about/list_of_features.rst:408 -msgid "A* algorithm in 2D and 3D." -msgstr "" - -#: ../../docs/about/list_of_features.rst:409 -msgid "Navigation meshes." -msgstr "" - -#: ../../docs/about/list_of_features.rst:410 -msgid "Support for dynamic obstacle avoidance planned in Godot 4.0." +msgid "Gamepad, keyboard and mouse input support are also available on Android." msgstr "" #: ../../docs/about/list_of_features.rst:411 -msgid "Generate navigation meshes from the editor." +msgid "Navigation" +msgstr "" + +#: ../../docs/about/list_of_features.rst:413 +msgid "A* algorithm in 2D and 3D." msgstr "" #: ../../docs/about/list_of_features.rst:414 -msgid "Networking" +msgid "Navigation meshes." +msgstr "" + +#: ../../docs/about/list_of_features.rst:415 +msgid "Support for dynamic obstacle avoidance planned in Godot 4.0." msgstr "" #: ../../docs/about/list_of_features.rst:416 -msgid "Low-level TCP networking using StreamPeer and TCP_Server." -msgstr "" - -#: ../../docs/about/list_of_features.rst:417 -msgid "Low-level UDP networking using PacketPeer and UDPServer." -msgstr "" - -#: ../../docs/about/list_of_features.rst:418 -msgid "Low-level HTTP requests using HTTPClient." +msgid "Generate navigation meshes from the editor." msgstr "" #: ../../docs/about/list_of_features.rst:419 -msgid "High-level HTTP requests using HTTPRequest." +msgid "Networking" msgstr "" #: ../../docs/about/list_of_features.rst:421 -msgid "Supports HTTPS out of the box using bundled certificates." +msgid "Low-level TCP networking using StreamPeer and TCP_Server." +msgstr "" + +#: ../../docs/about/list_of_features.rst:422 +msgid "Low-level UDP networking using PacketPeer and UDPServer." msgstr "" #: ../../docs/about/list_of_features.rst:423 -msgid "High-level multiplayer API using UDP and ENet." +msgid "Low-level HTTP requests using HTTPClient." msgstr "" -#: ../../docs/about/list_of_features.rst:425 -msgid "Automatic replication using remote procedure calls (RPCs)." +#: ../../docs/about/list_of_features.rst:424 +msgid "High-level HTTP requests using HTTPRequest." msgstr "" #: ../../docs/about/list_of_features.rst:426 -msgid "Supports unreliable, reliable and ordered transfers." +msgid "Supports HTTPS out of the box using bundled certificates." msgstr "" #: ../../docs/about/list_of_features.rst:428 -msgid "WebSocket client and server, available on all platforms." -msgstr "" - -#: ../../docs/about/list_of_features.rst:429 -msgid "WebRTC client and server, available on all platforms." +msgid "High-level multiplayer API using UDP and ENet." msgstr "" #: ../../docs/about/list_of_features.rst:430 -msgid "Support for UPnP to sidestep the requirement to forward ports when hosting a server behind a NAT." +msgid "Automatic replication using remote procedure calls (RPCs)." +msgstr "" + +#: ../../docs/about/list_of_features.rst:431 +msgid "Supports unreliable, reliable and ordered transfers." +msgstr "" + +#: ../../docs/about/list_of_features.rst:433 +msgid "WebSocket client and server, available on all platforms." msgstr "" #: ../../docs/about/list_of_features.rst:434 -msgid "Internationalization" +msgid "WebRTC client and server, available on all platforms." msgstr "" -#: ../../docs/about/list_of_features.rst:436 -msgid "Full support for Unicode including emoji." -msgstr "" - -#: ../../docs/about/list_of_features.rst:437 -msgid "Store localization strings using :ref:`CSV ` or :ref:`gettext `." +#: ../../docs/about/list_of_features.rst:435 +msgid "Support for UPnP to sidestep the requirement to forward ports when hosting a server behind a NAT." msgstr "" #: ../../docs/about/list_of_features.rst:439 -msgid "Use localized strings in your project automatically in GUI elements or by using the ``tr()`` function." +msgid "Internationalization" msgstr "" #: ../../docs/about/list_of_features.rst:441 -msgid "Support for right-to-left typesetting and text shaping planned in Godot 4.0." +msgid "Full support for Unicode including emoji." +msgstr "" + +#: ../../docs/about/list_of_features.rst:442 +msgid "Store localization strings using :ref:`CSV ` or :ref:`gettext `." msgstr "" #: ../../docs/about/list_of_features.rst:444 -msgid "Windowing and OS integration" +msgid "Use localized strings in your project automatically in GUI elements or by using the ``tr()`` function." msgstr "" #: ../../docs/about/list_of_features.rst:446 -msgid "Move, resize, minimize, and maximize the window spawned by the project." -msgstr "" - -#: ../../docs/about/list_of_features.rst:447 -msgid "Change the window title and icon." -msgstr "" - -#: ../../docs/about/list_of_features.rst:448 -msgid "Request attention (will cause the title bar to blink on most platforms)." +msgid "Support for right-to-left typesetting and text shaping planned in Godot 4.0." msgstr "" #: ../../docs/about/list_of_features.rst:449 -msgid "Fullscreen mode." +msgid "Windowing and OS integration" msgstr "" #: ../../docs/about/list_of_features.rst:451 -msgid "Doesn't use exclusive fullscreen, so the screen resolution can't be changed this way. Use a Viewport with a different resolution instead." +msgid "Move, resize, minimize, and maximize the window spawned by the project." +msgstr "" + +#: ../../docs/about/list_of_features.rst:452 +msgid "Change the window title and icon." +msgstr "" + +#: ../../docs/about/list_of_features.rst:453 +msgid "Request attention (will cause the title bar to blink on most platforms)." msgstr "" #: ../../docs/about/list_of_features.rst:454 -msgid "Borderless window (fullscreen or non-fullscreen)." -msgstr "" - -#: ../../docs/about/list_of_features.rst:455 -msgid "Ability to keep the window always on top." +msgid "Fullscreen mode." msgstr "" #: ../../docs/about/list_of_features.rst:456 -msgid "Transparent window with per-pixel transparency." -msgstr "" - -#: ../../docs/about/list_of_features.rst:457 -msgid "Global menu integration on macOS." -msgstr "" - -#: ../../docs/about/list_of_features.rst:458 -msgid "Execute commands in a blocking or non-blocking manner." +msgid "Doesn't use exclusive fullscreen, so the screen resolution can't be changed this way. Use a Viewport with a different resolution instead." msgstr "" #: ../../docs/about/list_of_features.rst:459 -msgid "Open file paths and URLs using default or custom protocol handlers (if registered on the system)." +msgid "Borderless window (fullscreen or non-fullscreen)." msgstr "" #: ../../docs/about/list_of_features.rst:460 -msgid "Parse custom command line arguments." +msgid "Ability to keep the window always on top." +msgstr "" + +#: ../../docs/about/list_of_features.rst:461 +msgid "Transparent window with per-pixel transparency." +msgstr "" + +#: ../../docs/about/list_of_features.rst:462 +msgid "Global menu integration on macOS." msgstr "" #: ../../docs/about/list_of_features.rst:463 -msgid "Mobile" +msgid "Execute commands in a blocking or non-blocking manner." +msgstr "" + +#: ../../docs/about/list_of_features.rst:464 +msgid "Open file paths and URLs using default or custom protocol handlers (if registered on the system)." msgstr "" #: ../../docs/about/list_of_features.rst:465 +msgid "Parse custom command line arguments." +msgstr "" + +#: ../../docs/about/list_of_features.rst:468 +msgid "Mobile" +msgstr "" + +#: ../../docs/about/list_of_features.rst:470 msgid "In-app purchases on Android and iOS." msgstr "" -#: ../../docs/about/list_of_features.rst:466 +#: ../../docs/about/list_of_features.rst:471 msgid "Support for advertisements using third-party modules." msgstr "" -#: ../../docs/about/list_of_features.rst:469 +#: ../../docs/about/list_of_features.rst:472 +msgid "Support for subview embedding on Android." +msgstr "" + +#: ../../docs/about/list_of_features.rst:475 msgid "XR support (AR and VR)" msgstr "" -#: ../../docs/about/list_of_features.rst:471 +#: ../../docs/about/list_of_features.rst:477 msgid "Support for ARKit on iOS out of the box." msgstr "" -#: ../../docs/about/list_of_features.rst:472 +#: ../../docs/about/list_of_features.rst:478 msgid "Support for the OpenXR and OpenVR APIs." msgstr "" -#: ../../docs/about/list_of_features.rst:473 +#: ../../docs/about/list_of_features.rst:479 msgid "Popular VR headsets like the Oculus Quest and HTC Vive are supported thanks to plugins." msgstr "" -#: ../../docs/about/list_of_features.rst:476 +#: ../../docs/about/list_of_features.rst:482 msgid "GUI system" msgstr "" -#: ../../docs/about/list_of_features.rst:478 +#: ../../docs/about/list_of_features.rst:484 msgid "Godot's GUI is built using the same Control nodes used to make games in Godot. The editor UI can easily be extended in many ways using add-ons." msgstr "" -#: ../../docs/about/list_of_features.rst:481 +#: ../../docs/about/list_of_features.rst:487 msgid "**Nodes:**" msgstr "" -#: ../../docs/about/list_of_features.rst:483 +#: ../../docs/about/list_of_features.rst:489 msgid "Buttons." msgstr "" -#: ../../docs/about/list_of_features.rst:484 +#: ../../docs/about/list_of_features.rst:490 msgid "Checkboxes, check buttons, radio buttons." msgstr "" -#: ../../docs/about/list_of_features.rst:485 +#: ../../docs/about/list_of_features.rst:491 msgid "Text entry using LineEdit (single line) and TextEdit (multiple lines)." msgstr "" -#: ../../docs/about/list_of_features.rst:486 +#: ../../docs/about/list_of_features.rst:492 msgid "Dropdown menus using PopupMenu and OptionButton." msgstr "" -#: ../../docs/about/list_of_features.rst:487 +#: ../../docs/about/list_of_features.rst:493 msgid "Scrollbars." msgstr "" -#: ../../docs/about/list_of_features.rst:488 +#: ../../docs/about/list_of_features.rst:494 msgid "Labels." msgstr "" -#: ../../docs/about/list_of_features.rst:489 +#: ../../docs/about/list_of_features.rst:495 msgid "RichTextLabel for :ref:`text formatted using BBCode `." msgstr "" -#: ../../docs/about/list_of_features.rst:490 +#: ../../docs/about/list_of_features.rst:496 msgid "Trees (can also be used to represent tables)." msgstr "" -#: ../../docs/about/list_of_features.rst:491 +#: ../../docs/about/list_of_features.rst:497 msgid "Containers (horizontal, vertical, grid, center, margin, draggable splitter, ...)." msgstr "" -#: ../../docs/about/list_of_features.rst:492 +#: ../../docs/about/list_of_features.rst:498 msgid "Controls can be rotated and scaled." msgstr "" -#: ../../docs/about/list_of_features.rst:494 +#: ../../docs/about/list_of_features.rst:500 msgid "**Sizing:**" msgstr "" -#: ../../docs/about/list_of_features.rst:496 +#: ../../docs/about/list_of_features.rst:502 msgid "Anchors to keep GUI elements in a specific corner, edge or centered." msgstr "" -#: ../../docs/about/list_of_features.rst:497 +#: ../../docs/about/list_of_features.rst:503 msgid "Containers to place GUI elements automatically following certain rules." msgstr "" -#: ../../docs/about/list_of_features.rst:499 +#: ../../docs/about/list_of_features.rst:505 msgid ":ref:`Stack ` layouts." msgstr "" -#: ../../docs/about/list_of_features.rst:500 +#: ../../docs/about/list_of_features.rst:506 msgid ":ref:`Grid ` layouts." msgstr "" -#: ../../docs/about/list_of_features.rst:501 +#: ../../docs/about/list_of_features.rst:507 msgid ":ref:`Margin ` and :ref:`centered ` layouts." msgstr "" -#: ../../docs/about/list_of_features.rst:503 +#: ../../docs/about/list_of_features.rst:509 msgid ":ref:`Draggable splitter ` layouts." msgstr "" -#: ../../docs/about/list_of_features.rst:505 +#: ../../docs/about/list_of_features.rst:511 msgid "Scale to multiple resolutions using the ``2d`` or ``viewport`` stretch modes." msgstr "" -#: ../../docs/about/list_of_features.rst:506 +#: ../../docs/about/list_of_features.rst:512 msgid "Support any aspect ratio using anchors and the ``expand`` stretch aspect." msgstr "" -#: ../../docs/about/list_of_features.rst:508 +#: ../../docs/about/list_of_features.rst:514 msgid "**Theming:**" msgstr "" -#: ../../docs/about/list_of_features.rst:510 +#: ../../docs/about/list_of_features.rst:516 msgid "Built-in theme editor." msgstr "" -#: ../../docs/about/list_of_features.rst:512 +#: ../../docs/about/list_of_features.rst:518 msgid "Generate a theme based on the current editor theme settings." msgstr "" -#: ../../docs/about/list_of_features.rst:514 +#: ../../docs/about/list_of_features.rst:520 msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`." msgstr "" -#: ../../docs/about/list_of_features.rst:516 +#: ../../docs/about/list_of_features.rst:522 msgid "Supports rounded/beveled corners, drop shadows and per-border widths." msgstr "" -#: ../../docs/about/list_of_features.rst:518 +#: ../../docs/about/list_of_features.rst:524 msgid "Texture-based theming using :ref:`class_StyleBoxTexture`." msgstr "" -#: ../../docs/about/list_of_features.rst:520 +#: ../../docs/about/list_of_features.rst:526 msgid "Godot's small distribution size can make it a suitable alternative to frameworks like Electron or Qt." msgstr "" -#: ../../docs/about/list_of_features.rst:524 +#: ../../docs/about/list_of_features.rst:530 msgid "Animation" msgstr "" -#: ../../docs/about/list_of_features.rst:526 +#: ../../docs/about/list_of_features.rst:532 msgid "Direct kinematics and inverse kinematics." msgstr "" -#: ../../docs/about/list_of_features.rst:527 +#: ../../docs/about/list_of_features.rst:533 msgid "Support for animating any property with customizable interpolation." msgstr "" -#: ../../docs/about/list_of_features.rst:528 +#: ../../docs/about/list_of_features.rst:534 msgid "Support for calling methods in animation tracks." msgstr "" -#: ../../docs/about/list_of_features.rst:529 +#: ../../docs/about/list_of_features.rst:535 msgid "Support for playing sounds in animation tracks." msgstr "" -#: ../../docs/about/list_of_features.rst:530 +#: ../../docs/about/list_of_features.rst:536 msgid "Support for Bézier curves in animation." msgstr "" -#: ../../docs/about/list_of_features.rst:533 +#: ../../docs/about/list_of_features.rst:539 msgid "Formats" msgstr "" -#: ../../docs/about/list_of_features.rst:535 +#: ../../docs/about/list_of_features.rst:541 msgid "Scenes and resources can be saved in :ref:`text-based ` or binary formats." msgstr "" -#: ../../docs/about/list_of_features.rst:537 +#: ../../docs/about/list_of_features.rst:543 msgid "Text-based formats are human-readable and more friendly to version control." msgstr "" -#: ../../docs/about/list_of_features.rst:538 +#: ../../docs/about/list_of_features.rst:544 msgid "Binary formats are faster to save/load for large scenes/resources." msgstr "" -#: ../../docs/about/list_of_features.rst:540 +#: ../../docs/about/list_of_features.rst:546 msgid "Read and write text or binary files using :ref:`class_File`." msgstr "" -#: ../../docs/about/list_of_features.rst:542 +#: ../../docs/about/list_of_features.rst:548 msgid "Can optionally be compressed or encrypted." msgstr "" -#: ../../docs/about/list_of_features.rst:544 +#: ../../docs/about/list_of_features.rst:550 msgid "Read and write :ref:`class_JSON` files." msgstr "" -#: ../../docs/about/list_of_features.rst:545 +#: ../../docs/about/list_of_features.rst:551 msgid "Read and write INI-style configuration files using :ref:`class_ConfigFile`." msgstr "" -#: ../../docs/about/list_of_features.rst:547 +#: ../../docs/about/list_of_features.rst:553 msgid "Can (de)serialize any Godot datatype, including Vector, Color, ..." msgstr "" -#: ../../docs/about/list_of_features.rst:549 +#: ../../docs/about/list_of_features.rst:555 msgid "Read XML files using :ref:`class_XMLParser`." msgstr "" -#: ../../docs/about/list_of_features.rst:550 +#: ../../docs/about/list_of_features.rst:556 msgid "Pack game data into a PCK file (custom format optimized for fast seeking), into a ZIP archive, or directly into the executable for single-file distribution." msgstr "" -#: ../../docs/about/list_of_features.rst:552 +#: ../../docs/about/list_of_features.rst:558 msgid ":ref:`Export additional PCK files` that can be read by the engine to support mods and DLCs." msgstr "" -#: ../../docs/about/list_of_features.rst:556 +#: ../../docs/about/list_of_features.rst:562 msgid "Miscellaneous" msgstr "" -#: ../../docs/about/list_of_features.rst:558 +#: ../../docs/about/list_of_features.rst:564 msgid ":ref:`Low-level access to servers ` which allows bypassing the scene tree's overhead when needed." msgstr "" -#: ../../docs/about/list_of_features.rst:560 +#: ../../docs/about/list_of_features.rst:566 msgid "Command line interface for automation." msgstr "" -#: ../../docs/about/list_of_features.rst:562 +#: ../../docs/about/list_of_features.rst:568 msgid "Export and deploy projects using continuous integration platforms." msgstr "" -#: ../../docs/about/list_of_features.rst:563 +#: ../../docs/about/list_of_features.rst:569 msgid "`Completion scripts `__ are available for Bash, zsh and fish." msgstr "" -#: ../../docs/about/list_of_features.rst:566 +#: ../../docs/about/list_of_features.rst:572 msgid "Support for :ref:`C++ modules ` statically linked into the engine binary." msgstr "" -#: ../../docs/about/list_of_features.rst:568 +#: ../../docs/about/list_of_features.rst:574 msgid "Engine and editor written in C++03." msgstr "" -#: ../../docs/about/list_of_features.rst:570 +#: ../../docs/about/list_of_features.rst:576 msgid "Can be :ref:`compiled ` using GCC, Clang and MSVC. MinGW is also supported." msgstr "" -#: ../../docs/about/list_of_features.rst:572 +#: ../../docs/about/list_of_features.rst:578 msgid "Friendly towards packagers. In most cases, system libraries can be used instead of the ones provided by Godot. The build system doesn't download anything. Builds can be fully reproducible." msgstr "" -#: ../../docs/about/list_of_features.rst:575 +#: ../../docs/about/list_of_features.rst:581 msgid "Godot 4.0 will be written in C++17." msgstr "" -#: ../../docs/about/list_of_features.rst:577 +#: ../../docs/about/list_of_features.rst:583 msgid "Licensed under the permissive MIT license." msgstr "" -#: ../../docs/about/list_of_features.rst:579 +#: ../../docs/about/list_of_features.rst:585 msgid "Open developement process with :ref:`contributions welcome `." msgstr "" -#: ../../docs/about/list_of_features.rst:583 +#: ../../docs/about/list_of_features.rst:589 msgid "The `roadmap `__ repository documents features that have been agreed upon and may be implemented in future Godot releases." msgstr "" diff --git a/sphinx/templates/about/release_policy.pot b/sphinx/templates/about/release_policy.pot index d61590b6f1..5d3f300c7c 100644 --- a/sphinx/templates/about/release_policy.pot +++ b/sphinx/templates/about/release_policy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -84,147 +84,159 @@ msgstr "" msgid "Whenever a new major version is released, we make the previous stable branch a long-term supported release, and do our best to provide fixes for issues encountered by users of that branch who cannot port complex projects to the new major version. This is the case for the 2.1 branch, and will be the case for the latest 3.x stable branch by the time Godot 4.0 is released." msgstr "" -#: ../../docs/about/release_policy.rst:88 +#: ../../docs/about/release_policy.rst:84 msgid "**Version**" msgstr "" -#: ../../docs/about/release_policy.rst:88 +#: ../../docs/about/release_policy.rst:84 msgid "**Release date**" msgstr "" -#: ../../docs/about/release_policy.rst:88 +#: ../../docs/about/release_policy.rst:84 msgid "**Support level**" msgstr "" -#: ../../docs/about/release_policy.rst:90 +#: ../../docs/about/release_policy.rst:86 msgid "Godot 4.0" msgstr "" -#: ../../docs/about/release_policy.rst:90 +#: ../../docs/about/release_policy.rst:86 msgid "~2021 (see below)" msgstr "" -#: ../../docs/about/release_policy.rst:90 +#: ../../docs/about/release_policy.rst:86 msgid "|unstable| *Current focus of development (unstable).*" msgstr "" -#: ../../docs/about/release_policy.rst:92 +#: ../../docs/about/release_policy.rst:88 +msgid "Godot 3.4" +msgstr "" + +#: ../../docs/about/release_policy.rst:88 +msgid "Q2 or Q3 2021" +msgstr "" + +#: ../../docs/about/release_policy.rst:88 +msgid "|supported| *Beta.* Receives new features as well as bug fixes while under development." +msgstr "" + +#: ../../docs/about/release_policy.rst:91 msgid "Godot 3.3" msgstr "" -#: ../../docs/about/release_policy.rst:92 -msgid "March/April 2021" +#: ../../docs/about/release_policy.rst:91 +msgid "April 2021" msgstr "" -#: ../../docs/about/release_policy.rst:92 -msgid "|supported| Receives bug, security and platform support fixes, as well as backwards-compatible usability enhancements." +#: ../../docs/about/release_policy.rst:91 +msgid "|supported| Receives fixes for bugs, security and platform support issues, as well as backwards-compatible usability enhancements." msgstr "" -#: ../../docs/about/release_policy.rst:95 +#: ../../docs/about/release_policy.rst:94 msgid "Godot 3.2" msgstr "" -#: ../../docs/about/release_policy.rst:95 +#: ../../docs/about/release_policy.rst:94 msgid "January 2020" msgstr "" -#: ../../docs/about/release_policy.rst:95 -msgid "|partial| Only critical, security and platform support fixes (last update: 3.2.3)." +#: ../../docs/about/release_policy.rst:94 +msgid "|eol| No longer supported as fully superseded by the compatible 3.3 release (last update: 3.2.3)." msgstr "" -#: ../../docs/about/release_policy.rst:98 +#: ../../docs/about/release_policy.rst:97 msgid "Godot 3.1" msgstr "" -#: ../../docs/about/release_policy.rst:98 +#: ../../docs/about/release_policy.rst:97 msgid "March 2019" msgstr "" -#: ../../docs/about/release_policy.rst:98 +#: ../../docs/about/release_policy.rst:97 msgid "|partial| Only critical, security and platform support fixes (last update: 3.1.2)." msgstr "" -#: ../../docs/about/release_policy.rst:101 +#: ../../docs/about/release_policy.rst:100 msgid "Godot 3.0" msgstr "" -#: ../../docs/about/release_policy.rst:101 +#: ../../docs/about/release_policy.rst:100 msgid "January 2018" msgstr "" -#: ../../docs/about/release_policy.rst:101 +#: ../../docs/about/release_policy.rst:100 msgid "|eol| No longer supported (last update: 3.0.6)." msgstr "" -#: ../../docs/about/release_policy.rst:103 +#: ../../docs/about/release_policy.rst:102 msgid "Godot 2.1" msgstr "" -#: ../../docs/about/release_policy.rst:103 +#: ../../docs/about/release_policy.rst:102 msgid "July 2016" msgstr "" -#: ../../docs/about/release_policy.rst:103 +#: ../../docs/about/release_policy.rst:102 msgid "|partial| Only critical, security and platform support fixes (last update: 2.1.6)." msgstr "" -#: ../../docs/about/release_policy.rst:106 +#: ../../docs/about/release_policy.rst:105 msgid "Godot 2.0" msgstr "" -#: ../../docs/about/release_policy.rst:106 +#: ../../docs/about/release_policy.rst:105 msgid "February 2016" msgstr "" -#: ../../docs/about/release_policy.rst:106 +#: ../../docs/about/release_policy.rst:105 msgid "|eol| No longer supported (last update: 2.0.4.1)." msgstr "" -#: ../../docs/about/release_policy.rst:108 +#: ../../docs/about/release_policy.rst:107 msgid "Godot 1.1" msgstr "" -#: ../../docs/about/release_policy.rst:108 +#: ../../docs/about/release_policy.rst:107 msgid "May 2015" msgstr "" -#: ../../docs/about/release_policy.rst:108 -#: ../../docs/about/release_policy.rst:110 +#: ../../docs/about/release_policy.rst:107 +#: ../../docs/about/release_policy.rst:109 msgid "|eol| No longer supported." msgstr "" -#: ../../docs/about/release_policy.rst:110 +#: ../../docs/about/release_policy.rst:109 msgid "Godot 1.0" msgstr "" -#: ../../docs/about/release_policy.rst:110 +#: ../../docs/about/release_policy.rst:109 msgid "December 2014" msgstr "" -#: ../../docs/about/release_policy.rst:118 +#: ../../docs/about/release_policy.rst:117 msgid "**Legend:** |supported| Full support – |partial| Partial support – |eol| No support (end of life) – |unstable| Development version" msgstr "" -#: ../../docs/about/release_policy.rst:124 +#: ../../docs/about/release_policy.rst:123 msgid "Pre-release Godot versions aren't intended to be used in production and are provided for testing purposes only." msgstr "" -#: ../../docs/about/release_policy.rst:130 +#: ../../docs/about/release_policy.rst:129 msgid "When is the next release out?" msgstr "" -#: ../../docs/about/release_policy.rst:132 +#: ../../docs/about/release_policy.rst:131 msgid "While Godot contributors aren't working under any deadlines, we have historically had one major or minor release per year, with several maintenance updates between each." msgstr "" -#: ../../docs/about/release_policy.rst:136 +#: ../../docs/about/release_policy.rst:135 msgid "Starting with Godot 3.3, we aim to accelerate our development cycles for minor releases, so you can expect a new minor release every 3 to 6 months." msgstr "" -#: ../../docs/about/release_policy.rst:139 +#: ../../docs/about/release_policy.rst:138 msgid "Maintenance (patch) releases will be released as needed with potentially very short development cycles, to provide users of the current stable branch with the latest bug fixes for their production needs." msgstr "" -#: ../../docs/about/release_policy.rst:143 +#: ../../docs/about/release_policy.rst:142 msgid "As for the upcoming Godot 4.0, we can only say that we aim for a **2021** release, but any closer estimate is likely to be hard to uphold. Alpha builds will be published as soon as the main features for Godot 4.0 are finalized." msgstr "" diff --git a/sphinx/templates/about/troubleshooting.pot b/sphinx/templates/about/troubleshooting.pot index 2ce832fc91..acf4f0ecf6 100644 --- a/sphinx/templates/about/troubleshooting.pot +++ b/sphinx/templates/about/troubleshooting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/channels.pot b/sphinx/templates/community/channels.pot index ba8c58f06f..779bec4939 100644 --- a/sphinx/templates/community/channels.pot +++ b/sphinx/templates/community/channels.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot b/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot index e0b86dd8c5..db3967f5c5 100644 --- a/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot +++ b/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/bisecting_regressions.pot b/sphinx/templates/community/contributing/bisecting_regressions.pot index dac736b575..a4af31922f 100644 --- a/sphinx/templates/community/contributing/bisecting_regressions.pot +++ b/sphinx/templates/community/contributing/bisecting_regressions.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/bug_triage_guidelines.pot b/sphinx/templates/community/contributing/bug_triage_guidelines.pot index 7e05f4bbdb..30713548ec 100644 --- a/sphinx/templates/community/contributing/bug_triage_guidelines.pot +++ b/sphinx/templates/community/contributing/bug_triage_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/code_style_guidelines.pot b/sphinx/templates/community/contributing/code_style_guidelines.pot index 839e731545..30e1c1d036 100644 --- a/sphinx/templates/community/contributing/code_style_guidelines.pot +++ b/sphinx/templates/community/contributing/code_style_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/docs_writing_guidelines.pot b/sphinx/templates/community/contributing/docs_writing_guidelines.pot index 24abb79378..b59621b62e 100644 --- a/sphinx/templates/community/contributing/docs_writing_guidelines.pot +++ b/sphinx/templates/community/contributing/docs_writing_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/documentation_guidelines.pot b/sphinx/templates/community/contributing/documentation_guidelines.pot index 368d051e88..5d8497dcb3 100644 --- a/sphinx/templates/community/contributing/documentation_guidelines.pot +++ b/sphinx/templates/community/contributing/documentation_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/editor_and_docs_localization.pot b/sphinx/templates/community/contributing/editor_and_docs_localization.pot index 147dae7e69..b27e25c475 100644 --- a/sphinx/templates/community/contributing/editor_and_docs_localization.pot +++ b/sphinx/templates/community/contributing/editor_and_docs_localization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/index.pot b/sphinx/templates/community/contributing/index.pot index 632b2e87ba..fec8cbc342 100644 --- a/sphinx/templates/community/contributing/index.pot +++ b/sphinx/templates/community/contributing/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/pr_workflow.pot b/sphinx/templates/community/contributing/pr_workflow.pot index a8e66b9f10..1322ffaa07 100644 --- a/sphinx/templates/community/contributing/pr_workflow.pot +++ b/sphinx/templates/community/contributing/pr_workflow.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/testing_pull_requests.pot b/sphinx/templates/community/contributing/testing_pull_requests.pot new file mode 100644 index 0000000000..63b3a4f96d --- /dev/null +++ b/sphinx/templates/community/contributing/testing_pull_requests.pot @@ -0,0 +1,103 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/community/contributing/testing_pull_requests.rst:4 +msgid "Testing pull requests" +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:6 +msgid "Many people are developing new features or fixing bugs on GitHub. To help with engine development, you may be asked to test those pull requests with a Godot build that includes code from the pull request in question." +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:10 +msgid "Thanks to GitHub Actions, all `pull requests `__ have continuous builds available. These builds let you try out pull requests without having to compile anything from source." +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:15 +msgid "Downloading a compiled build" +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:17 +msgid "You can download pull request builds from GitHub Actions. Since only signed in users may download builds directly from GitHub Actions, the procedure varies depending on whether you have a GitHub account or not." +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:23 +msgid "Due to a GitHub Actions limitation, builds are only available for 90 days after the pull request was last updated. If you still wish to try a pull request locally, you can :ref:`compile the pull request branch from source ` instead." +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:30 +msgid "If you have a GitHub account" +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:32 +msgid "Open the pull request page. Click the **Checks** tab near the top of the page:" +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:36 +msgid "In the list of platforms that appears on the left, select your platform by clicking it then choose the type of build you need (editor or export template). If in doubt, select an editor build:" +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:42 +msgid "Click the **Artifacts** dropdown on the right of the page then click the artifact's name to download it:" +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:47 +#: ../../docs/community/contributing/testing_pull_requests.rst:79 +msgid "Extract the ZIP archive then run the executable. Note that Windows and macOS binaries are not code signed. This means you may have to bypass a security warning before you can run the executable. If you frequently test pull request builds, it may be better to disable Windows SmartScreen or `disable macOS Gatekeeper `__ permanently." +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:54 +msgid "If you don't have a GitHub account" +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:56 +msgid "If you don't have a GitHub account and can't sign up for one, you can use the third-party `nightly.link `__ service to generate a universal download link." +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:60 +#: ../../docs/community/contributing/testing_pull_requests.rst:94 +msgid "Open the pull request page. Click the *fork*'s branch name near the top of the page:" +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:64 +msgid "Now that you are on the fork's branch page, click the ``.github`` folder at the top of the file list. Then, click on the ``workflows`` folder (whicb is inside the ``.github`` folder). Click the workflow file for the platform you wish to download artifacts for. *After* clicking on the file (which opens the file view), copy the page URL from your browser's address bar." +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:69 +msgid "Open the `nightly.link `__ website and paste the URL you just copied into the text field located below the heading **Paste a GitHub link, get a nightly.link!**. After pasting the URL, click **Get links** on the right. If the the format of the URL you pasted is correct, you should be presented with a page like this:" +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:77 +msgid "Click the URL of the artifact you wish to download." +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:88 +msgid "Compiling a pull request branch from source" +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:90 +msgid "This approach may be needed for pull requests that were last updated more than 90 days ago, or to test on platforms and configurations that are not supported by Godot's GitHub Actions setup." +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:98 +msgid "Now that you are on the fork's branch page, click the green **Code** button on the right of the page then choose **Download ZIP** in the dropdown:" +msgstr "" + +#: ../../docs/community/contributing/testing_pull_requests.rst:103 +msgid "Extract the ZIP archive and follow the :ref:`compiling ` instructions for your operating system." +msgstr "" diff --git a/sphinx/templates/community/contributing/updating_the_class_reference.pot b/sphinx/templates/community/contributing/updating_the_class_reference.pot index 9f59d94171..a481b8a6ce 100644 --- a/sphinx/templates/community/contributing/updating_the_class_reference.pot +++ b/sphinx/templates/community/contributing/updating_the_class_reference.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/ways_to_contribute.pot b/sphinx/templates/community/contributing/ways_to_contribute.pot index 3895239c34..10829ab1f8 100644 --- a/sphinx/templates/community/contributing/ways_to_contribute.pot +++ b/sphinx/templates/community/contributing/ways_to_contribute.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -76,106 +76,118 @@ msgstr "" msgid "A good place to start is by searching for issues tagged as `junior jobs `_ (or `Hacktoberfest `_ during October) on GitHub." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:89 +#: ../../docs/community/contributing/ways_to_contribute.rst:90 msgid "Technical details about the PR workflow are outlined in a specific section, :ref:`doc_pr_workflow`." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:92 +#: ../../docs/community/contributing/ways_to_contribute.rst:93 msgid "Details about the code style guidelines and the ``clang-format`` tool used to enforce them are outlined in :ref:`doc_code_style_guidelines`." msgstr "" #: ../../docs/community/contributing/ways_to_contribute.rst:97 +msgid "All pull requests must go through a review process before being accepted. Depending on the scope of the changes, it may take some time for a maintainer responsible for the modified part of the engine to provide their review. We value all of our contributors and ask them to be patient in the meantime, as it is expected that in an open source project like Godot, there is going to be way more contributions than people validating them." +msgstr "" + +#: ../../docs/community/contributing/ways_to_contribute.rst:104 +msgid "To make sure that your time and efforts aren't wasted, it is recommended to vet the idea first before implementing it and putting it for a review as a PR. To that end, Godot has a `proposal system `_. Its usage is encouraged to plan changes and discuss them with the community. Implementation details can also be discussed with other contributors on the `Godot Contributors Chat `_." +msgstr "" + +#: ../../docs/community/contributing/ways_to_contribute.rst:110 +msgid "Proposals are only required when working on an enhancement or a new feature. Bug reports are sufficient for fixing issues." +msgstr "" + +#: ../../docs/community/contributing/ways_to_contribute.rst:114 msgid "Testing and reporting issues" msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:99 +#: ../../docs/community/contributing/ways_to_contribute.rst:116 msgid "Another great way of contributing to the engine is to test development releases or the development branch and to report issues. It is also helpful to report issues discovered in stable releases, so that they can be fixed in the development branch and in future maintenance releases." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:105 +#: ../../docs/community/contributing/ways_to_contribute.rst:122 msgid "Testing development versions" msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:107 +#: ../../docs/community/contributing/ways_to_contribute.rst:124 msgid "To help with the testing, you have several possibilities:" msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:109 +#: ../../docs/community/contributing/ways_to_contribute.rst:126 msgid "Compile the engine from source yourself, following the instructions of the :ref:`Compiling ` page for your platform." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:112 +#: ../../docs/community/contributing/ways_to_contribute.rst:129 msgid "Test official pre-release binaries when they are announced (usually on the blog and other community platforms), such as alpha, beta and release candidate (RC) builds." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:115 +#: ../../docs/community/contributing/ways_to_contribute.rst:132 msgid "Test \"trusted\" unofficial builds of the development branch; just ask community members for reliable providers. Whenever possible, it's best to use official binaries or to compile yourself though, to be sure about the provenance of your binaries." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:120 +#: ../../docs/community/contributing/ways_to_contribute.rst:137 msgid "As mentioned previously, it is also helpful to keep your eyes peeled for potential bugs that might still be present in the stable releases, especially when using some niche features of the engine which might get less testing by the developers." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:126 +#: ../../docs/community/contributing/ways_to_contribute.rst:143 msgid "Filing an issue on GitHub" msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:128 +#: ../../docs/community/contributing/ways_to_contribute.rst:145 msgid "Godot uses `GitHub's issue tracker `_ for bug reports and enhancement suggestions. You will need a GitHub account to be able to open a new issue there, and click on the \"New issue\" button." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:132 +#: ../../docs/community/contributing/ways_to_contribute.rst:149 msgid "When you report a bug, you should keep in mind that the process is similar to an appointment with your doctor. You noticed *symptoms* that make you think that something might be wrong (the engine crashes, some features don't work as expected, etc.). It's the role of the bug triaging team and the developers to then help make the diagnosis of the issue you met, so that the actual cause of the bug can be identified and addressed." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:139 +#: ../../docs/community/contributing/ways_to_contribute.rst:156 msgid "You should therefore always ask yourself: what is relevant information to give so that other Godot contributors can understand the bug, identify it and hopefully fix it. Here are some of the most important infos that you should always provide:" msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:144 +#: ../../docs/community/contributing/ways_to_contribute.rst:161 msgid "**Operating system.** Sometimes bugs are system-specific, i.e. they happen only on Windows, or only on Linux, etc. That's particularly relevant for all bugs related to OS interfaces, such as file management, input, window management, audio, etc." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:149 +#: ../../docs/community/contributing/ways_to_contribute.rst:166 msgid "**Hardware.** Sometimes bugs are hardware-specific, i.e. they happen only on certain processors, graphic cards, etc. If you are able to, it can be helpful to include information on your hardware." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:153 +#: ../../docs/community/contributing/ways_to_contribute.rst:170 msgid "**Godot version.** This is a must have. Some issues might be relevant in the current stable release, but fixed in the development branch, or the other way around. You might also be using an obsolete version of Godot and experiencing a known issue fixed in a later version, so knowing this from the start helps to speed up the diagnosis." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:159 +#: ../../docs/community/contributing/ways_to_contribute.rst:176 msgid "**How to reproduce the bug.** In the majority of cases, bugs are reproducible, i.e. it is possible to trigger them reliably by following some steps. Please always describe those steps as clearly as possible, so that everyone can try to reproduce the issue and confirm it. Ideally, make a demo project that reproduces this issue out of the box, zip it and attach it to the issue (you can do this by drag and drop). Even if you think that the issue is trivial to reproduce, adding a minimal project that lets reproduce it is a big added value. You have to keep in mind that there are thousands of issues in the tracker, and developers can only dedicate little time to each issue." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:170 +#: ../../docs/community/contributing/ways_to_contribute.rst:187 msgid "When you click the \"New issue\" button, you should be presented with a text area prefilled with our issue template. Please try to follow it so that all issues are consistent and provide the required information." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:175 +#: ../../docs/community/contributing/ways_to_contribute.rst:192 msgid "Contributing to the documentation" msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:177 +#: ../../docs/community/contributing/ways_to_contribute.rst:194 msgid "There are two separate resources referred to as \"documentation\" in Godot:" msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:179 +#: ../../docs/community/contributing/ways_to_contribute.rst:196 msgid "**The class reference.** This is the documentation for the complete Godot API as exposed to GDScript and the other scripting languages. It can be consulted offline, directly in Godot's code editor, or online at :ref:`Godot API `. To contribute to the class reference, you have to edit the `doc/base/classes.xml` in Godot's Git repository, and make a pull request. See :ref:`doc_updating_the_class_reference` for more details." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:187 +#: ../../docs/community/contributing/ways_to_contribute.rst:204 msgid "**The tutorials and engine documentation and its translations.** This is the part you are reading now, which is distributed in the HTML, PDF and EPUB formats. Its contents are generated from plain text files in the reStructured Text (rst) format, to which you can contribute via pull requests on the `godot-docs `_ GitHub repository. See :ref:`doc_documentation_guidelines` for more details." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:195 +#: ../../docs/community/contributing/ways_to_contribute.rst:212 msgid "Contributing translations" msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:197 +#: ../../docs/community/contributing/ways_to_contribute.rst:214 msgid "To make Godot accessible to everyone, including users who may prefer resources in their native language instead of English, our community helps translate both the Godot editor and its documentation in many languages." msgstr "" -#: ../../docs/community/contributing/ways_to_contribute.rst:201 +#: ../../docs/community/contributing/ways_to_contribute.rst:218 msgid "See :ref:`doc_editor_and_docs_localization` for more details." msgstr "" diff --git a/sphinx/templates/community/tutorials.pot b/sphinx/templates/community/tutorials.pot index 02b6af9550..35fa49d65f 100644 --- a/sphinx/templates/community/tutorials.pot +++ b/sphinx/templates/community/tutorials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -93,7 +93,7 @@ msgid "`Mister Taft Creates `_ (2D, GDScript)." +msgid "`Miziziziz `_ (2D and 3D, GDScript)." msgstr "" #: ../../docs/community/tutorials.rst:35 @@ -132,42 +132,46 @@ msgstr "" msgid "`GDScript Dude `_ (GDScript)." msgstr "" -#: ../../docs/community/tutorials.rst:46 +#: ../../docs/community/tutorials.rst:44 +msgid "`Garbaj `_ (3D, GDScript)." +msgstr "" + +#: ../../docs/community/tutorials.rst:47 msgid "Text tutorials" msgstr "" -#: ../../docs/community/tutorials.rst:48 +#: ../../docs/community/tutorials.rst:49 msgid "`GDScript website by Andrew Wilkes `__" msgstr "" -#: ../../docs/community/tutorials.rst:49 +#: ../../docs/community/tutorials.rst:50 msgid "`Godot Recipes by KidsCanCode `__" msgstr "" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:51 msgid "`Steincodes `__" msgstr "" -#: ../../docs/community/tutorials.rst:53 +#: ../../docs/community/tutorials.rst:54 msgid "Devlogs" msgstr "" -#: ../../docs/community/tutorials.rst:55 +#: ../../docs/community/tutorials.rst:56 msgid "`Andrea Catania (Physics & AI) `_" msgstr "" -#: ../../docs/community/tutorials.rst:56 +#: ../../docs/community/tutorials.rst:57 msgid "`Bastiaan Olij (AR & VR) `_" msgstr "" -#: ../../docs/community/tutorials.rst:59 +#: ../../docs/community/tutorials.rst:60 msgid "Resources" msgstr "" -#: ../../docs/community/tutorials.rst:61 +#: ../../docs/community/tutorials.rst:62 msgid "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons `_" msgstr "" -#: ../../docs/community/tutorials.rst:62 +#: ../../docs/community/tutorials.rst:63 msgid "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz `_" msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_for_android.pot b/sphinx/templates/development/compiling/compiling_for_android.pot index 3542cb58a6..9033bad72b 100644 --- a/sphinx/templates/development/compiling/compiling_for_android.pot +++ b/sphinx/templates/development/compiling/compiling_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_ios.pot b/sphinx/templates/development/compiling/compiling_for_ios.pot index 4ad66e65b7..ecdb355d30 100644 --- a/sphinx/templates/development/compiling/compiling_for_ios.pot +++ b/sphinx/templates/development/compiling/compiling_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,61 +25,61 @@ msgid "Requirements" msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:11 -msgid "SCons 3.0+ (you can install it via Homebrew or Macports, you should be able to run ``scons`` in a terminal when installed)." +msgid "SCons 3.0+ (you can install it via `Homebrew `_ or `MacPorts `_, you should be able to run ``scons`` in a terminal when installed)." msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:13 +#: ../../docs/development/compiling/compiling_for_ios.rst:14 msgid "Xcode 10.0 (or later) with the iOS (10.0) SDK and the command line tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:15 +#: ../../docs/development/compiling/compiling_for_ios.rst:16 msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:19 +#: ../../docs/development/compiling/compiling_for_ios.rst:20 msgid "Compiling" msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:21 +#: ../../docs/development/compiling/compiling_for_ios.rst:22 msgid "Open a Terminal, go to the root dir of the engine source code and type:" msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:27 +#: ../../docs/development/compiling/compiling_for_ios.rst:28 msgid "for a debug build, or:" msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:33 +#: ../../docs/development/compiling/compiling_for_ios.rst:34 msgid "for a release build (check ``platform/iphone/detect.py`` for the compiler flags used for each configuration)." msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:36 +#: ../../docs/development/compiling/compiling_for_ios.rst:37 msgid "Alternatively, you can run" msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:42 +#: ../../docs/development/compiling/compiling_for_ios.rst:43 msgid "for a Simulator executable." msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:44 +#: ../../docs/development/compiling/compiling_for_ios.rst:45 msgid "For recent devices, Apple requires 64-bit versions of application binaries when you are uploading to the Apple Store. The best way to provide these is to create a bundle in which there are both 32-bit and 64-bit binaries, so every device will be able to run the game." msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:47 +#: ../../docs/development/compiling/compiling_for_ios.rst:48 msgid "It can be done in three steps: first compile the 32-bit version, then compile the 64-bit version and then use ``lipo`` to bundle them into one \"universal\" binary. All those steps can be performed with following commands:" msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:58 +#: ../../docs/development/compiling/compiling_for_ios.rst:59 msgid "If you also want to provide a simulator build (reduces the chance of any linker errors with dependencies), you'll need to build and lipo the ``x86_64`` architecture as well." msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:70 +#: ../../docs/development/compiling/compiling_for_ios.rst:71 msgid "Run" msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:72 +#: ../../docs/development/compiling/compiling_for_ios.rst:73 msgid "To run on a device or simulator, follow these instructions: :ref:`doc_exporting_for_ios`." msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:75 +#: ../../docs/development/compiling/compiling_for_ios.rst:76 msgid "Replace or add your executable to the Xcode project, and change the \"executable name\" property on Info.plist accordingly if you use an alternative build." msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_for_osx.pot b/sphinx/templates/development/compiling/compiling_for_osx.pot index 79c63ca2ed..75ac814291 100644 --- a/sphinx/templates/development/compiling/compiling_for_osx.pot +++ b/sphinx/templates/development/compiling/compiling_for_osx.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -53,81 +53,117 @@ msgid "Installing Homebrew will also fetch the Command Line Tools for Xcode auto msgstr "" #: ../../docs/development/compiling/compiling_for_osx.rst:27 -msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_osx.rst:31 -msgid "Compiling" +msgid "Similarly, if you have `MacPorts `_ installed, you can easily install SCons and yasm using the following command::" msgstr "" #: ../../docs/development/compiling/compiling_for_osx.rst:33 -msgid "Start a terminal, go to the root directory of the engine source code." +msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`." msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:35 -msgid "To compile for Intel (x86-64) powered Macs, use::" +#: ../../docs/development/compiling/compiling_for_osx.rst:37 +msgid "Compiling" msgstr "" #: ../../docs/development/compiling/compiling_for_osx.rst:39 +msgid "Start a terminal, go to the root directory of the engine source code." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_osx.rst:41 +msgid "To compile for Intel (x86-64) powered Macs, use::" +msgstr "" + +#: ../../docs/development/compiling/compiling_for_osx.rst:45 msgid "To compile for Apple Silicon (ARM64) powered Macs, use::" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:43 +#: ../../docs/development/compiling/compiling_for_osx.rst:49 msgid "To support both architectures in a single \"Universal 2\" binary, run the above two commands and then use ``lipo`` to bundle them together::" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:47 +#: ../../docs/development/compiling/compiling_for_osx.rst:53 msgid "If all goes well, the resulting binary executable will be placed in the ``bin/`` subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:52 +#: ../../docs/development/compiling/compiling_for_osx.rst:58 msgid "If you want to use separate editor settings for your own Godot builds and official releases, you can enable :ref:`doc_data_paths_self_contained_mode` by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder." msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:57 +#: ../../docs/development/compiling/compiling_for_osx.rst:63 msgid "To create an ``.app`` bundle like in the official builds, you need to use the template located in ``misc/dist/osx_tools.app``. Typically, for an optimized editor binary built with ``target=release_debug``::" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:67 +#: ../../docs/development/compiling/compiling_for_osx.rst:73 msgid "Compiling a headless/server build" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:69 +#: ../../docs/development/compiling/compiling_for_osx.rst:75 msgid "To compile a *headless* build which provides editor functionality to export projects in an automated manner, use::" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:74 +#: ../../docs/development/compiling/compiling_for_osx.rst:80 msgid "To compile a *server* build which is optimized to run dedicated game servers, use::" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:80 +#: ../../docs/development/compiling/compiling_for_osx.rst:86 +msgid "Building export templates" +msgstr "" + +#: ../../docs/development/compiling/compiling_for_osx.rst:88 +msgid "To build macOS export templates, you have to compile with ``tools=no`` (no editor) and respectively for ``target=release`` (release template) and ``target=release_debug``." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_osx.rst:92 +msgid "Official templates are universal binaries which support both Intel x86_64 and ARM64 architectures. You can also create export templates that support only one of those two architectures by leaving out the ``lipo`` step below." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_osx.rst:96 +msgid "For Intel x86_64::" +msgstr "" + +#: ../../docs/development/compiling/compiling_for_osx.rst:101 +msgid "For ARM64 (Apple M1)::" +msgstr "" + +#: ../../docs/development/compiling/compiling_for_osx.rst:106 +msgid "To support both architectures in a single \"Universal 2\" binary, run the above two commands blocks and then use ``lipo`` to bundle them together::" +msgstr "" + +#: ../../docs/development/compiling/compiling_for_osx.rst:112 +msgid "To create an ``.app`` bundle like in the official builds, you need to use the template located in ``misc/dist/osx_template.app``. The release and debug builds should be placed in ``osx_template.app/Contents/MacOS`` with the names ``godot_osx_release.64`` and ``godot_osx_debug.64`` respectively. You can do so with the following commands (assuming a universal build, otherwise replace the ``.universal`` extension with the one of your arch-specific binaries)::" +msgstr "" + +#: ../../docs/development/compiling/compiling_for_osx.rst:125 +msgid "You can then zip the ``osx_template.app`` folder to reproduce the ``osx.zip`` template from the official Godot distribution::" +msgstr "" + +#: ../../docs/development/compiling/compiling_for_osx.rst:131 msgid "Cross-compiling for macOS from Linux" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:82 +#: ../../docs/development/compiling/compiling_for_osx.rst:133 msgid "It is possible to compile for macOS in a Linux environment (and maybe also in Windows using the Windows Subsystem for Linux). For that, you'll need to install `OSXCross `__ to be able to use macOS as a target. First, follow the instructions to install it:" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:87 +#: ../../docs/development/compiling/compiling_for_osx.rst:138 msgid "Clone the `OSXCross repository `__ somewhere on your machine (or download a ZIP file and extract it somewhere), e.g.::" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:93 +#: ../../docs/development/compiling/compiling_for_osx.rst:144 msgid "Follow the instructions to package the SDK: https://github.com/tpoechtrager/osxcross#packaging-the-sdk" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:95 +#: ../../docs/development/compiling/compiling_for_osx.rst:146 msgid "Follow the instructions to install OSXCross: https://github.com/tpoechtrager/osxcross#installation" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:98 +#: ../../docs/development/compiling/compiling_for_osx.rst:149 msgid "After that, you will need to define the ``OSXCROSS_ROOT`` as the path to the OSXCross installation (the same place where you cloned the repository/extracted the zip), e.g.::" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:104 +#: ../../docs/development/compiling/compiling_for_osx.rst:155 msgid "Now you can compile with SCons like you normally would::" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:108 +#: ../../docs/development/compiling/compiling_for_osx.rst:159 msgid "If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` argument::" msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_for_uwp.pot b/sphinx/templates/development/compiling/compiling_for_uwp.pot index 4c913f81fe..4e4dc4cbef 100644 --- a/sphinx/templates/development/compiling/compiling_for_uwp.pot +++ b/sphinx/templates/development/compiling/compiling_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_web.pot b/sphinx/templates/development/compiling/compiling_for_web.pot index cd59879a55..ac1f19d610 100644 --- a/sphinx/templates/development/compiling/compiling_for_web.pot +++ b/sphinx/templates/development/compiling/compiling_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -29,7 +29,7 @@ msgid "To compile export templates for the Web, the following is required:" msgstr "" #: ../../docs/development/compiling/compiling_for_web.rst:13 -msgid "`Emscripten 1.39.0+ `__." +msgid "`Emscripten 1.39.9+ `__." msgstr "" #: ../../docs/development/compiling/compiling_for_web.rst:14 @@ -49,45 +49,65 @@ msgid "Building export templates" msgstr "" #: ../../docs/development/compiling/compiling_for_web.rst:23 -msgid "Before starting, confirm that the Emscripten configuration file exists and specifies all settings correctly. This file is available as ``~/.emscripten`` on UNIX-like systems and ``%USERPROFILE%\\.emscripten`` on Windows. It's usually written by the Emscripten SDK, e.g. when invoking ``emsdk activate latest``, or by your package manager. It's also created when starting Emscripten's ``emcc`` program if the file doesn't exist." +msgid "Before starting, confirm that ``emcc`` is available in your PATH. This is usually configured by the Emscripten SDK, e.g. when invoking ``emsdk activate`` and ``source ./emsdk_env.sh``/``emsdk_env.bat``." msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:30 -msgid "On Windows, make sure to escape backslashes of paths within the Emscripten configuration file as double backslashes ``\\\\`` or use Unix-style paths with a single forward slash ``/``." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_web.rst:34 +#: ../../docs/development/compiling/compiling_for_web.rst:27 msgid "Open a terminal and navigate to the root directory of the engine source code. Then instruct SCons to build the JavaScript platform. Specify ``target`` as either ``release`` for a release build or ``release_debug`` for a debug build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:41 +#: ../../docs/development/compiling/compiling_for_web.rst:34 msgid "By default, the :ref:`JavaScript singleton ` will be built into the engine. Official export templates also have the JavaScript singleton enabled. Since ``eval()`` calls can be a security concern, the ``javascript_eval`` option can be used to build without the singleton::" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:49 +#: ../../docs/development/compiling/compiling_for_web.rst:42 msgid "The engine will now be compiled to WebAssembly by Emscripten. Once finished, the resulting file will be placed in the ``bin`` subdirectory. Its name is ``godot.javascript.opt.zip`` for release or ``godot.javascript.opt.debug.zip`` for debug." msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:54 +#: ../../docs/development/compiling/compiling_for_web.rst:47 msgid "Finally, rename the zip archive to ``webassembly_release.zip`` for the release template::" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:59 +#: ../../docs/development/compiling/compiling_for_web.rst:52 msgid "And ``webassembly_debug.zip`` for the debug template::" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:64 -msgid "Building per asm.js translation or LLVM backend" +#: ../../docs/development/compiling/compiling_for_web.rst:57 +msgid "Threads and GDNative" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:66 -msgid "WebAssembly can be compiled in two ways: The default is to first compile to asm.js, a highly optimizable subset of JavaScript, using Emscripten's *fastcomp* fork of LLVM. This code is then translated to WebAssembly using a tool called ``asm2wasm``. Emscripten automatically takes care of both processes, we simply run SCons." +#: ../../docs/development/compiling/compiling_for_web.rst:59 +msgid "The default export templates do not include threads and GDNative support for performance and compatibility reasons. See the :ref:`export page ` for more info." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_web.rst:63 +msgid "You can build the export templates using the option ``threads_enabled=yes`` or ``gdnative_enabled=yes`` to enable threads or GDNative support::" msgstr "" #: ../../docs/development/compiling/compiling_for_web.rst:72 -msgid "The other method uses LLVM's WebAssembly backend. This backend is available starting with LLVM 8 or in development builds. Emscripten manages this process as well, so we just invoke SCons." +msgid "Once finished, the resulting file will be placed in the ``bin`` subdirectory. Its name will have either the ``.threads`` or ``.gdnative`` suffix." msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:76 -msgid "In order to choose one of the two methods, the ``LLVM_ROOT`` variable in the Emscripten configuration file is used. If it points to a directory containing binaries of Emscripten's *fastcomp* fork of clang, ``asm2wasm`` is used. This is the default in a normal Emscripten installation. Otherwise, LLVM binaries built with the WebAssembly backend will be expected and the LLVM's WebAssembly backend is used." +#: ../../docs/development/compiling/compiling_for_web.rst:75 +msgid "Finally, rename the zip archives to ``webassembly_release_threads.zip`` and ``webassembly_release_gdnative.zip`` for the release template::" +msgstr "" + +#: ../../docs/development/compiling/compiling_for_web.rst:81 +msgid "And ``webassembly_debug_threads.zip`` and ``webassembly_debug_gdnative.zip`` for the debug template::" +msgstr "" + +#: ../../docs/development/compiling/compiling_for_web.rst:88 +msgid "Building the Editor" +msgstr "" + +#: ../../docs/development/compiling/compiling_for_web.rst:90 +msgid "It is also possible to build a version of the Godot editor that can run in the browser. The editor version requires threads support and is not recommended over the native build. You can build the editor with::" +msgstr "" + +#: ../../docs/development/compiling/compiling_for_web.rst:96 +msgid "Once finished, the resulting file will be placed in the ``bin`` subdirectory. Its name will be ``godot.javascript.opt.tools.threads.zip``. You can upload the zip content to your web server and visit it with your browser to use the editor." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_web.rst:100 +msgid "Refer to the :ref:`export page ` for the web server requirements." msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_for_windows.pot b/sphinx/templates/development/compiling/compiling_for_windows.pot index 365ab807c2..96fcdd5773 100644 --- a/sphinx/templates/development/compiling/compiling_for_windows.pot +++ b/sphinx/templates/development/compiling/compiling_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_x11.pot b/sphinx/templates/development/compiling/compiling_for_x11.pot index 4063508141..085365c1e6 100644 --- a/sphinx/templates/development/compiling/compiling_for_x11.pot +++ b/sphinx/templates/development/compiling/compiling_for_x11.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_with_mono.pot b/sphinx/templates/development/compiling/compiling_with_mono.pot index a534a37cad..dea16ce135 100644 --- a/sphinx/templates/development/compiling/compiling_with_mono.pot +++ b/sphinx/templates/development/compiling/compiling_with_mono.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,7 +25,7 @@ msgid "Requirements" msgstr "" #: ../../docs/development/compiling/compiling_with_mono.rst:11 -msgid "Mono 5.12.0 or greater" +msgid "Mono 6.12.0 or greater" msgstr "" #: ../../docs/development/compiling/compiling_with_mono.rst:12 diff --git a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot index 96b7a4df39..64c51bab65 100644 --- a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot +++ b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -52,22 +52,22 @@ msgstr "" msgid "Set this key as environment variable in the console that you will use to compile Godot, like this:" msgstr "" -#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:52 +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:56 msgid "Compile Godot export templates and set them as custom export templates in the export preset options." msgstr "" -#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:55 +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:59 msgid "Set the encryption key in the ``Script`` tab of the export preset:" msgstr "" -#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:59 +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:63 msgid "Export the project. The game should run with encrypted scripts now." msgstr "" -#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:62 +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:66 msgid "Possible Errors" msgstr "" -#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:64 +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:68 msgid "If you get an error like below, it means the key wasn't properly included in your Godot build. Godot is encrypting the scripts during export, but can't read them at runtime." msgstr "" diff --git a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot index 353e81357d..ac5a494888 100644 --- a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot +++ b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/getting_source.pot b/sphinx/templates/development/compiling/getting_source.pot index db75671113..0fad4cd57c 100644 --- a/sphinx/templates/development/compiling/getting_source.pot +++ b/sphinx/templates/development/compiling/getting_source.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -57,9 +57,13 @@ msgid "For any stable release, visit the `release page `." msgstr "" diff --git a/sphinx/templates/development/compiling/index.pot b/sphinx/templates/development/compiling/index.pot index 943a5218c3..b95ae45e8a 100644 --- a/sphinx/templates/development/compiling/index.pot +++ b/sphinx/templates/development/compiling/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot index a76e277816..670c5052f2 100644 --- a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot +++ b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/optimizing_for_size.pot b/sphinx/templates/development/compiling/optimizing_for_size.pot index ee02281243..5978b10943 100644 --- a/sphinx/templates/development/compiling/optimizing_for_size.pot +++ b/sphinx/templates/development/compiling/optimizing_for_size.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/binding_to_external_libraries.pot b/sphinx/templates/development/cpp/binding_to_external_libraries.pot index 6ce5662b8e..8daf174b14 100644 --- a/sphinx/templates/development/cpp/binding_to_external_libraries.pot +++ b/sphinx/templates/development/cpp/binding_to_external_libraries.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/common_engine_methods_and_macros.pot b/sphinx/templates/development/cpp/common_engine_methods_and_macros.pot index 9b6764b862..bec095e3cd 100644 --- a/sphinx/templates/development/cpp/common_engine_methods_and_macros.pot +++ b/sphinx/templates/development/cpp/common_engine_methods_and_macros.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -149,9 +149,9 @@ msgid "Also, always try to return processable data so the engine can keep runnin msgstr "" #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:240 -msgid "See `core/error_macros.h `__ in Godot's codebase for more information about each error macro." +msgid "See `core/error_macros.h `__ in Godot's codebase for more information about each error macro." msgstr "" #: ../../docs/development/cpp/common_engine_methods_and_macros.rst:243 -msgid "Some functions return an error code (materialized by a return type of ``Error``). This value can be returned directly from an error macro. See the list of available error codes in `core/error_list.h `__." +msgid "Some functions return an error code (materialized by a return type of ``Error``). This value can be returned directly from an error macro. See the list of available error codes in `core/error_list.h `__." msgstr "" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot b/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot index 55dceab8ff..58d354468e 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/clion.pot b/sphinx/templates/development/cpp/configuring_an_ide/clion.pot index 50760c87f0..87df4c44d0 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/clion.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/clion.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot b/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot index 80da1ddf70..dd6a024390 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/index.pot b/sphinx/templates/development/cpp/configuring_an_ide/index.pot index 9e6aafec2a..9d901ff2f6 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/index.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot b/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot index a80b93d489..0c5955d407 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot b/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot index f95a60ca10..850fe3582a 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot index d2e22c6743..6f392050ee 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot index e48e3581c9..178d1ca530 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot b/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot index 952d4579de..8327c437e5 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/core_types.pot b/sphinx/templates/development/cpp/core_types.pot index 263baff292..7f8f81f2ed 100644 --- a/sphinx/templates/development/cpp/core_types.pot +++ b/sphinx/templates/development/cpp/core_types.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -60,7 +60,7 @@ msgid "References:" msgstr "" #: ../../docs/development/cpp/core_types.rst:37 -msgid "`core/typedefs.h `__" +msgid "`core/typedefs.h `__" msgstr "" #: ../../docs/development/cpp/core_types.rst:40 @@ -128,11 +128,11 @@ msgid "These operations allow fast read/write from PoolVectors and keep it locke msgstr "" #: ../../docs/development/cpp/core_types.rst:134 -msgid "`core/os/memory.h `__" +msgid "`core/os/memory.h `__" msgstr "" #: ../../docs/development/cpp/core_types.rst:135 -msgid "`core/pool_vector.h `__" +msgid "`core/pool_vector.h `__" msgstr "" #: ../../docs/development/cpp/core_types.rst:138 @@ -176,19 +176,19 @@ msgid "It supports multi-threading, by using atomic operations on the reference msgstr "" #: ../../docs/development/cpp/core_types.rst:168 -msgid "`core/vector.h `__" +msgid "`core/vector.h `__" msgstr "" #: ../../docs/development/cpp/core_types.rst:169 -msgid "`core/list.h `__" +msgid "`core/list.h `__" msgstr "" #: ../../docs/development/cpp/core_types.rst:170 -msgid "`core/set.h `__" +msgid "`core/set.h `__" msgstr "" #: ../../docs/development/cpp/core_types.rst:171 -msgid "`core/map.h `__" +msgid "`core/map.h `__" msgstr "" #: ../../docs/development/cpp/core_types.rst:174 @@ -200,7 +200,7 @@ msgid "Godot also provides a String class. This class has a huge amount of featu msgstr "" #: ../../docs/development/cpp/core_types.rst:184 -msgid "`core/ustring.h `__" +msgid "`core/ustring.h `__" msgstr "" #: ../../docs/development/cpp/core_types.rst:187 @@ -216,7 +216,7 @@ msgid "Creation of a StringName (especially a new one) is slow, but comparison i msgstr "" #: ../../docs/development/cpp/core_types.rst:200 -msgid "`core/string_name.h `__" +msgid "`core/string_name.h `__" msgstr "" #: ../../docs/development/cpp/core_types.rst:203 @@ -228,7 +228,7 @@ msgid "There are several linear math types available in the core/math directory. msgstr "" #: ../../docs/development/cpp/core_types.rst:211 -msgid "`core/math `__" +msgid "`core/math `__" msgstr "" #: ../../docs/development/cpp/core_types.rst:214 @@ -240,7 +240,7 @@ msgid "This is a special datatype used for storing paths in a scene tree and ref msgstr "" #: ../../docs/development/cpp/core_types.rst:222 -msgid "`core/node_path.h `__" +msgid "`core/node_path.h `__" msgstr "" #: ../../docs/development/cpp/core_types.rst:225 @@ -252,5 +252,5 @@ msgid "RIDs are resource IDs. Servers use these to reference data stored in them msgstr "" #: ../../docs/development/cpp/core_types.rst:235 -msgid "`core/rid.h `__" +msgid "`core/rid.h `__" msgstr "" diff --git a/sphinx/templates/development/cpp/custom_audiostreams.pot b/sphinx/templates/development/cpp/custom_audiostreams.pot index 37229b922e..9f27b1c88d 100644 --- a/sphinx/templates/development/cpp/custom_audiostreams.pot +++ b/sphinx/templates/development/cpp/custom_audiostreams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_godot_servers.pot b/sphinx/templates/development/cpp/custom_godot_servers.pot index 3e13ab877c..d2f3d9f236 100644 --- a/sphinx/templates/development/cpp/custom_godot_servers.pot +++ b/sphinx/templates/development/cpp/custom_godot_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -98,7 +98,7 @@ msgid ":ref:`RID`" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:319 -msgid "`core/rid.h `__" +msgid "`core/rid.h `__" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:322 @@ -150,7 +150,7 @@ msgid "References:" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:477 -msgid "`core/message_queue.cpp `__" +msgid "`core/message_queue.cpp `__" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:480 diff --git a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot index 66e192c045..85bc82b56f 100644 --- a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot +++ b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -113,261 +113,261 @@ msgid "To add include directories for the compiler to look at you can append it msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 -msgid "If you want to add custom compiler flags when building your module, you need to clone `env` first, so it won't add those flags to whole Godot build (which can cause errors). Example `SCsub` with custom flags:" +msgid "If you want to add custom compiler flags when building your module, you need to clone ``env`` first, so it won't add those flags to whole Godot build (which can cause errors). Example ``SCsub`` with custom flags:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:199 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202 msgid "And finally, the configuration file for the module, this is a simple python script that must be named ``config.py``:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:212 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 msgid "The module is asked if it's OK to build for the specific platform (in this case, ``True`` means it will build for every platform)." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218 msgid "And that's it. Hope it was not too complex! Your module should look like this:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:227 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 msgid "You can then zip it and share the module with everyone else. When building for every platform (instructions in the previous sections), your module will be included." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 msgid "There is a parameter limit of 5 in C++ modules for things such as subclasses. This can be raised to 13 by including the header file ``core/method_bind_ext.gen.inc``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:236 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:238 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:249 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 msgid "The output will be ``60``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:251 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 msgid "The previous Summator example is great for small, custom modules, but what if you want to use a larger, external library? Refer to :ref:`doc_binding_to_external_libraries` for details about binding to external libraries." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:256 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259 msgid "If your module is meant to be accessed from the running project (not just from the editor), you must also recompile every export template you plan to use, then specify the path to the custom template in each export preset. Otherwise, you'll get errors when running the project as the module isn't compiled in the export template. See the :ref:`Compiling ` pages for more information." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:265 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 msgid "Compiling a module externally" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:267 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270 msgid "Compiling a module involves moving the module's sources directly under the engine's ``modules/`` directory. While this is the most straightforward way to compile a module, there are a couple of reasons as to why this might not be a practical thing to do:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:272 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 msgid "Having to manually copy modules sources every time you want to compile the engine with or without the module, or taking additional steps needed to manually disable a module during compilation with a build option similar to ``module_summator_enabled=no``. Creating symbolic links may also be a solution, but you may additionally need to overcome OS restrictions like needing the symbolic link privilege if doing this via script." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282 msgid "Depending on whether you have to work with the engine's source code, the module files added directly to ``modules/`` changes the working tree to the point where using a VCS (like ``git``) proves to be cumbersome as you need to make sure that only the engine-related code is committed by filtering changes." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:285 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288 msgid "So if you feel like the independent structure of custom modules is needed, lets take our \"summator\" module and move it to the engine's parent directory:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:293 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296 msgid "Compile the engine with our module by providing ``custom_modules`` build option which accepts a comma-separated list of directory paths containing custom C++ modules, similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:301 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304 msgid "The build system shall detect all modules under the ``../modules`` directory and compile them accordingly, including our \"summator\" module." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:306 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 msgid "Any path passed to ``custom_modules`` will be converted to an absolute path internally as a way to distinguish between custom and built-in modules. It means that things like generating module documentation may rely on a specific path structure on your machine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:313 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 msgid ":ref:`Introduction to the buildsystem - Custom modules build option `." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319 msgid "Improving the build system for development" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 msgid "So far we defined a clean and simple SCsub that allows us to add the sources of our new module as part of the Godot binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 msgid "This static approach is fine when we want to build a release version of our game given we want all the modules in a single binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327 msgid "However, the trade-off is every single change means a full recompilation of the game. Even if SCons is able to detect and recompile only the file that have changed, finding such files and eventually linking the final binary is a long and costly part." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:329 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332 msgid "The solution to avoid such a cost is to build our own module as a shared library that will be dynamically loaded when starting our game's binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:370 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 msgid "Once compiled, we should end up with a ``bin`` directory containing both the ``godot*`` binary and our ``libsummator*.so``. However given the .so is not in a standard directory (like ``/usr/lib``), we have to help our binary find it during runtime with the ``LD_LIBRARY_PATH`` environment variable:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:381 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 msgid "You have to ``export`` the environment variable otherwise you won't be able to play your project from within the editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387 msgid "On top of that, it would be nice to be able to select whether to compile our module as shared library (for development) or as a part of the Godot binary (for release). To do that we can define a custom flag to be passed to SCons using the `ARGUMENT` command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:416 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 msgid "Now by default ``scons`` command will build our module as part of Godot's binary and as a shared library when passing ``summator_shared=yes``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "Finally, you can even speed up the build further by explicitly specifying your shared module as target in the SCons command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:427 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430 msgid "Writing custom documentation" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:429 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 msgid "Writing documentation may seem like a boring task, but it is highly recommended to document your newly created module in order to make it easier for users to benefit from it. Not to mention that the code you've written one year ago may become indistinguishable from the code that was written by someone else, so be kind to your future self!" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:435 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438 msgid "There are several steps in order to setup custom docs for the module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:437 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 msgid "Make a new directory in the root of the module. The directory name can be anything, but we'll be using the ``doc_classes`` name throughout this section." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 msgid "Now, we need to edit ``config.py``, add the following snippet:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:452 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455 msgid "The ``get_doc_path()`` function is used by the build system to determine the location of the docs. In this case, they will be located in the ``modules/summator/doc_classes`` directory. If you don't define this, the doc path for your module will fall back to the main ``doc/classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461 msgid "The ``get_doc_classes()`` method is necessary for the build system to know which registered classes belong to the module. You need to list all of your classes here. The classes that you don't list will end up in the main ``doc/classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:465 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468 msgid "You can use Git to check if you have missed some of your classes by checking the untracked files with ``git status``. For example::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:470 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473 msgid "Example output::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:482 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485 msgid "Now we can generate the documentation:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:484 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 msgid "We can do this via running Godot's doctool i.e. ``godot --doctool ``, which will dump the engine API reference to the given ```` in XML format." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 msgid "In our case we'll point it to the root of the cloned repository. You can point it to an another folder, and just copy over the files that you need." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493 msgid "Run command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:496 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499 msgid "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will see that it contains a ``Summator.xml`` file, or any other classes, that you referenced in your ``get_doc_classes`` function." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:500 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503 msgid "Edit the file(s) following :ref:`doc_updating_the_class_reference` and recompile the engine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:502 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 msgid "Once the compilation process is finished, the docs will become accessible within the engine's built-in documentation system." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 msgid "In order to keep documentation up-to-date, all you'll have to do is simply modify one of the XML files and recompile the engine from now on." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511 msgid "If you change your module's API, you can also re-extract the docs, they will contain the things that you previously added. Of course if you point it to your godot folder, make sure you don't lose work by extracting older docs from an older engine build on top of the newer ones." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:513 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516 msgid "Note that if you don't have write access rights to your supplied ````, you might encounter an error similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:525 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528 msgid "Adding custom editor icons" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:527 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 msgid "Similarly to how you can write self-contained documentation within a module, you can also create your own custom icons for classes to appear in the editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 msgid "For the actual process of creating editor icons to be integrated within the engine, please refer to :ref:`doc_editor_icons` first." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536 msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:535 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 msgid "Make a new directory in the root of the module named ``icons``. This is the default path for the engine to look for module's editor icons." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 msgid "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:540 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 msgid "Recompile the engine and run the editor. Now the icon(s) will appear in editor's interface where appropriate." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 msgid "If you'd like to store your icons somewhere else within your module, add the following code snippet to ``config.py`` to override the default path:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:552 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 msgid "Summing up" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:554 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 msgid "Remember to:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 msgid "use ``_bind_methods`` to bind your functions to scripting, and to allow them to work as callbacks for signals." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 msgid "But this is not all, depending what you do, you will be greeted with some (hopefully positive) surprises." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 msgid "If you inherit from :ref:`class_Node` (or any derived node type, such as Sprite), your new class will appear in the editor, in the inheritance tree in the \"Add Node\" dialog." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 msgid "If you inherit from :ref:`class_Resource`, it will appear in the resource list, and all the exposed properties can be serialized when saved/loaded." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572 msgid "By this same logic, you can extend the Editor and almost any area of the engine." msgstr "" diff --git a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot index 72de68ecd0..17c004e23c 100644 --- a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot +++ b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/index.pot b/sphinx/templates/development/cpp/index.pot index 349e77f359..686fd45f00 100644 --- a/sphinx/templates/development/cpp/index.pot +++ b/sphinx/templates/development/cpp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/inheritance_class_tree.pot b/sphinx/templates/development/cpp/inheritance_class_tree.pot index 733b7f14f7..ecc6b746bf 100644 --- a/sphinx/templates/development/cpp/inheritance_class_tree.pot +++ b/sphinx/templates/development/cpp/inheritance_class_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/introduction_to_godot_development.pot b/sphinx/templates/development/cpp/introduction_to_godot_development.pot index 30bfed6689..0e6a138f4b 100644 --- a/sphinx/templates/development/cpp/introduction_to_godot_development.pot +++ b/sphinx/templates/development/cpp/introduction_to_godot_development.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/object_class.pot b/sphinx/templates/development/cpp/object_class.pot index bd9112188a..79a1a6530e 100644 --- a/sphinx/templates/development/cpp/object_class.pot +++ b/sphinx/templates/development/cpp/object_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -46,7 +46,7 @@ msgid "References:" msgstr "" #: ../../docs/development/cpp/object_class.rst:38 -msgid "`core/object.h `__" +msgid "`core/object.h `__" msgstr "" #: ../../docs/development/cpp/object_class.rst:41 @@ -94,7 +94,7 @@ msgid "If just adding modules and functionality that is not expected to be docum msgstr "" #: ../../docs/development/cpp/object_class.rst:96 -msgid "`core/class_db.h `__" +msgid "`core/class_db.h `__" msgstr "" #: ../../docs/development/cpp/object_class.rst:99 @@ -222,7 +222,7 @@ msgid "``myref`` is reference counted. It will be freed when no more Ref<> templ msgstr "" #: ../../docs/development/cpp/object_class.rst:261 -msgid "`core/reference.h `__" +msgid "`core/reference.h `__" msgstr "" #: ../../docs/development/cpp/object_class.rst:264 @@ -238,7 +238,7 @@ msgid "Resources without a path are fine too." msgstr "" #: ../../docs/development/cpp/object_class.rst:277 -msgid "`core/resource.h `__" +msgid "`core/resource.h `__" msgstr "" #: ../../docs/development/cpp/object_class.rst:280 @@ -258,7 +258,7 @@ msgid "resourceinteractiveloader (TODO)" msgstr "" #: ../../docs/development/cpp/object_class.rst:298 -msgid "`core/io/resource_loader.h `__" +msgid "`core/io/resource_loader.h `__" msgstr "" #: ../../docs/development/cpp/object_class.rst:301 @@ -274,5 +274,5 @@ msgid "Instance will be saved. Sub resources that have a path to a file will be msgstr "" #: ../../docs/development/cpp/object_class.rst:317 -msgid "`core/io/resource_saver.h `__" +msgid "`core/io/resource_saver.h `__" msgstr "" diff --git a/sphinx/templates/development/cpp/variant_class.pot b/sphinx/templates/development/cpp/variant_class.pot index 129b7c9fbb..8397ac6f3b 100644 --- a/sphinx/templates/development/cpp/variant_class.pot +++ b/sphinx/templates/development/cpp/variant_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -82,7 +82,7 @@ msgid "References:" msgstr "" #: ../../docs/development/cpp/variant_class.rst:40 -msgid "`core/variant.h `__" +msgid "`core/variant.h `__" msgstr "" #: ../../docs/development/cpp/variant_class.rst:43 @@ -102,9 +102,9 @@ msgid "Copy-on-write (COW) mode support for containers was dropped with Godot 3. msgstr "" #: ../../docs/development/cpp/variant_class.rst:59 -msgid "`core/dictionary.h `__" +msgid "`core/dictionary.h `__" msgstr "" #: ../../docs/development/cpp/variant_class.rst:60 -msgid "`core/array.h `__" +msgid "`core/array.h `__" msgstr "" diff --git a/sphinx/templates/development/editor/creating_icons.pot b/sphinx/templates/development/editor/creating_icons.pot index 02c432d0b4..0d38a51910 100644 --- a/sphinx/templates/development/editor/creating_icons.pot +++ b/sphinx/templates/development/editor/creating_icons.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/editor_style_guide.pot b/sphinx/templates/development/editor/editor_style_guide.pot index 087307a9d7..48dfb5e560 100644 --- a/sphinx/templates/development/editor/editor_style_guide.pot +++ b/sphinx/templates/development/editor/editor_style_guide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -49,7 +49,7 @@ msgid "**Use contractions.** For example, use \"isn't\" instead of \"is not\". A msgstr "" #: ../../docs/development/editor/editor_style_guide.rst:25 -msgid "**Use double quotes in messages** (``\"\"``) instead of simple quotes (``''``). Double quotes should be used to quote user input, file paths and possibly other things depending on the context." +msgid "**Use double quotes in messages** (``\"\"``) instead of single quotes (``''``). Double quotes should be used to quote user input, file paths and possibly other things depending on the context." msgstr "" #: ../../docs/development/editor/editor_style_guide.rst:31 diff --git a/sphinx/templates/development/editor/index.pot b/sphinx/templates/development/editor/index.pot index 2534f0e031..41a0becfd1 100644 --- a/sphinx/templates/development/editor/index.pot +++ b/sphinx/templates/development/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/introduction_to_editor_development.pot b/sphinx/templates/development/editor/introduction_to_editor_development.pot new file mode 100644 index 0000000000..7eaad33234 --- /dev/null +++ b/sphinx/templates/development/editor/introduction_to_editor_development.pot @@ -0,0 +1,121 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.3\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:4 +msgid "Introduction to editor development" +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:6 +msgid "On this page, you will learn:" +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:8 +msgid "The **design decisions** behind the Godot editor." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:9 +msgid "How to work efficiently on the Godot editor's C++ code." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:11 +msgid "This guide is aimed at current or future engine contributors. To create editor plugins in GDScript, see :ref:`doc_making_plugins` instead." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:16 +msgid "If you are new to Godot, we recommended you to read :ref:`doc_godot_design_philosophy` before continuing. Since the Godot editor is a Godot project written in C++, much of the engine's philosophy applies to the editor." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:22 +msgid "Technical choices" +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:24 +msgid "The Godot editor is drawn using Godot's renderer and :ref:`UI system `. It does *not* rely on a toolkit such as GTK or Qt. This is similar in spirit to software like Blender. While using toolkits makes it easier to achieve a \"native\" appearance, they are also quite heavy and their licensing is not compatible with Godot's." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:30 +msgid "The editor is fully written in C++. It can't contain any GDScript or C# code." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:33 +msgid "Directory structure" +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:35 +msgid "The editor's code is fully self-contained in the `editor/ `__ folder of the Godot source repository." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:39 +msgid "Some editor functionality is also implemented via :ref:`modules `. Some of these are only enabled in editor builds to decrease the binary size of export templates. See the `modules/ `__ folder in the Godot source repository." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:45 +msgid "Some important files in the editor are:" +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:47 +msgid "`editor/editor_node.cpp `__: Main editor initialization file." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:48 +msgid "`editor/plugins/canvas_item_editor_plugin.cpp `__: The 2D editor viewport and related functionality (toolbar at the top, editing modes, overlaid helpers/panels, …)." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:50 +msgid "`editor/plugins/spatial_editor_plugin.cpp `__: The 3D editor viewport and related functionality (toolbar at the top, editing modes, overlaid panels, …)." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:52 +msgid "`editor/spatial_editor_gizmos.cpp `__: Where the 3D editor gizmos are defined and drawn. This file doesn't have a 2D counterpart as 2D gizmos are drawn by the nodes themselves." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:57 +msgid "Editor dependencies in ``scene/`` files" +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:59 +msgid "When working on an editor feature, you may have to modify files in Godot's GUI nodes, which you can find in the ``scene/`` folder." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:62 +msgid "One rule to keep in mind is that you must **not** introduce new dependencies to ``editor/`` includes in other folders such as ``scene/``. This applies even if you use ``#ifdef TOOLS_ENABLED``." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:66 +msgid "To make the codebase easier to follow and more self-contained, the allowed dependency order is:" +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:69 +msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``" +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:71 +msgid "This means that files in ``editor/`` can depend on includes from ``scene/``, ``servers/``, and ``core/``. But, for example, while ``scene/`` can depend on includes from ``servers/`` and ``core/``, it cannot depend on includes from ``editor/``." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:75 +msgid "Currently, there are some dependencies to ``editor/`` includes in ``scene/`` files, but `they are in the process of being removed `__." +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:80 +msgid "Development tips" +msgstr "" + +#: ../../docs/development/editor/introduction_to_editor_development.rst:82 +msgid "To iterate quickly on the editor, we recommend to set up a test project and :ref:`open it from the command line ` after compiling the editor. This way, you don't have to go through the project manager every time you start Godot." +msgstr "" diff --git a/sphinx/templates/development/file_formats/gdscript_grammar.pot b/sphinx/templates/development/file_formats/gdscript_grammar.pot index 73c6eb834a..b1f52a1b9c 100644 --- a/sphinx/templates/development/file_formats/gdscript_grammar.pot +++ b/sphinx/templates/development/file_formats/gdscript_grammar.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/index.pot b/sphinx/templates/development/file_formats/index.pot index 743befc3a9..cad163e52b 100644 --- a/sphinx/templates/development/file_formats/index.pot +++ b/sphinx/templates/development/file_formats/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/tscn.pot b/sphinx/templates/development/file_formats/tscn.pot index 944e0cf69c..3438b4c8b8 100644 --- a/sphinx/templates/development/file_formats/tscn.pot +++ b/sphinx/templates/development/file_formats/tscn.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/command_line_tutorial.pot b/sphinx/templates/getting_started/editor/command_line_tutorial.pot index 288d5bd9d9..8e9f76acb5 100644 --- a/sphinx/templates/getting_started/editor/command_line_tutorial.pot +++ b/sphinx/templates/getting_started/editor/command_line_tutorial.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/default_key_mapping.pot b/sphinx/templates/getting_started/editor/default_key_mapping.pot index d69cd1db51..42a1970f8d 100644 --- a/sphinx/templates/getting_started/editor/default_key_mapping.pot +++ b/sphinx/templates/getting_started/editor/default_key_mapping.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -109,7 +109,7 @@ msgid "Open 2D Editor" msgstr "" #: ../../docs/getting_started/editor/default_key_mapping.rst:26 -msgid ":kbd:`F1`" +msgid ":kbd:`Ctrl + F1`" msgstr "" #: ../../docs/getting_started/editor/default_key_mapping.rst:26 @@ -125,7 +125,8 @@ msgid "Open 3D Editor" msgstr "" #: ../../docs/getting_started/editor/default_key_mapping.rst:28 -msgid ":kbd:`F2`" +#: ../../docs/getting_started/editor/default_key_mapping.rst:442 +msgid ":kbd:`Ctrl + F2`" msgstr "" #: ../../docs/getting_started/editor/default_key_mapping.rst:28 @@ -141,10 +142,7 @@ msgid "Open Script Editor" msgstr "" #: ../../docs/getting_started/editor/default_key_mapping.rst:30 -#: ../../docs/getting_started/editor/default_key_mapping.rst:229 -#: ../../docs/getting_started/editor/default_key_mapping.rst:302 -#: ../../docs/getting_started/editor/default_key_mapping.rst:302 -msgid ":kbd:`F3`" +msgid ":kbd:`Ctrl + F3`" msgstr "" #: ../../docs/getting_started/editor/default_key_mapping.rst:30 @@ -1464,6 +1462,12 @@ msgstr "" msgid "Find Next" msgstr "" +#: ../../docs/getting_started/editor/default_key_mapping.rst:229 +#: ../../docs/getting_started/editor/default_key_mapping.rst:302 +#: ../../docs/getting_started/editor/default_key_mapping.rst:302 +msgid ":kbd:`F3`" +msgstr "" + #: ../../docs/getting_started/editor/default_key_mapping.rst:229 #: ../../docs/getting_started/editor/default_key_mapping.rst:357 msgid ":kbd:`Cmd + G`" @@ -2490,10 +2494,6 @@ msgstr "" msgid "Batch Rename" msgstr "" -#: ../../docs/getting_started/editor/default_key_mapping.rst:442 -msgid ":kbd:`Ctrl + F2`" -msgstr "" - #: ../../docs/getting_started/editor/default_key_mapping.rst:442 msgid ":kbd:`Cmd + F2`" msgstr "" diff --git a/sphinx/templates/getting_started/editor/external_editor.pot b/sphinx/templates/getting_started/editor/external_editor.pot index 5891988b4c..8a8153d901 100644 --- a/sphinx/templates/getting_started/editor/external_editor.pot +++ b/sphinx/templates/getting_started/editor/external_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/index.pot b/sphinx/templates/getting_started/editor/index.pot index 386012b60c..0a995b46f7 100644 --- a/sphinx/templates/getting_started/editor/index.pot +++ b/sphinx/templates/getting_started/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/unity_to_godot.pot b/sphinx/templates/getting_started/editor/unity_to_godot.pot index 62418c1bf7..ad41eb2dfe 100644 --- a/sphinx/templates/getting_started/editor/unity_to_godot.pot +++ b/sphinx/templates/getting_started/editor/unity_to_godot.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/using_the_web_editor.pot b/sphinx/templates/getting_started/editor/using_the_web_editor.pot index 56ac535889..702a4e5730 100644 --- a/sphinx/templates/getting_started/editor/using_the_web_editor.pot +++ b/sphinx/templates/getting_started/editor/using_the_web_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot index 15f15dd6e1..e4ab8d65f5 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -116,7 +116,7 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:114 -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:141 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:142 msgid "In Godot's **Editor → Editor Settings** menu:" msgstr "" @@ -157,7 +157,7 @@ msgid "Install the `C# `__ extension." +msgid "Install the `Mono Debug `__ extension." msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122 @@ -165,209 +165,149 @@ msgid "Install the `C# Tools for Godot `__. Visual Studio will include the required SDKs if you have the correct workloads selected, so you don't need to manually install the things listed in the \"Prerequisites\" section." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:136 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:137 msgid "While installing Visual Studio, select these workloads:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:138 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:139 msgid "Mobile development with .NET" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:139 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:140 msgid ".NET Core cross-platform development" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:143 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:144 msgid "Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:145 -msgid "Next, follow the instructions found in the :ref:`doc_c_sharp_configuring_vs_2019_for_debugging` section below." +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:146 +msgid "Next, you need to download the Godot Visual Studio extension from github `here `__. Double click on the downloaded file and follow the installation process." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:149 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:152 msgid "Creating a C# script" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:151 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:154 msgid "After you successfully set up C# for Godot, you should see the following option when selecting **Attach Script** in the context menu of a node in your scene:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:156 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:159 msgid "Note that while some specifics change, most concepts work the same when using C# for scripting. If you're new to Godot, you may want to follow the tutorials on :ref:`doc_scripting` at this point. While some places in the documentation still lack C# examples, most concepts can be transferred easily from GDScript." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:163 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:166 msgid "Project setup and workflow" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:165 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:168 msgid "When you create the first C# script, Godot initializes the C# project files for your Godot project. This includes generating a C# solution (``.sln``) and a project file (``.csproj``), as well as some utility files and folders (``.mono`` and ``Properties/AssemblyInfo.cs``). All of these but ``.mono`` are important and should be committed to your version control system. ``.mono`` can be safely added to the ignore list of your VCS. When troubleshooting, it can sometimes help to delete the ``.mono`` folder and let it regenerate." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:175 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:178 msgid "Example" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:177 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:180 msgid "Here's a blank C# script with some comments to demonstrate how it works." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:207 msgid "As you can see, functions normally in global scope in GDScript like Godot's ``print`` function are available in the ``GD`` class which is part of the ``Godot`` namespace. For a list of methods in the ``GD`` class, see the class reference pages for :ref:`@GDScript ` and :ref:`@GlobalScope `." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:211 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:214 msgid "Keep in mind that the class you wish to attach to your node should have the same name as the ``.cs`` file. Otherwise, you will get the following error and won't be able to run the scene: *\"Cannot find class XXX for script res://XXX.cs\"*" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:217 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:220 msgid "General differences between C# and GDScript" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:219 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:222 msgid "The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. Where possible, fields and getters/setters have been converted to properties. In general, the C# Godot API strives to be as idiomatic as is reasonably possible." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:223 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:226 msgid "For more information, see the :ref:`doc_c_sharp_differences` page." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:227 -msgid "You need to (re)build the project assemblies whenever you want to see new exported variables or signals in the editor. This build can be manually triggered by clicking the word **Mono** at the bottom of the editor window to reveal the Mono panel, then clicking the **Build Project** button." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:232 -msgid "You will also need to rebuild the project assemblies to apply changes in \"tool\" scripts." +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:230 +msgid "You need to (re)build the project assemblies whenever you want to see new exported variables or signals in the editor. This build can be manually triggered by clicking the word **Build** in the top right corner of the editor. You can also click **Mono** at the bottom of the editor window to reveal the Mono panel, then click the **Build Project** button." msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236 +msgid "You will also need to rebuild the project assemblies to apply changes in \"tool\" scripts." +msgstr "" + +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:240 msgid "Current gotchas and known issues" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:238 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:242 msgid "As C# support is quite new in Godot, there are some growing pains and things that need to be ironed out. Below is a list of the most important issues you should be aware of when diving into C# in Godot, but if in doubt, also take a look over the official `issue tracker for Mono issues `_." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:244 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:248 msgid "Writing editor plugins is possible, but it is currently quite convoluted." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:245 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:249 msgid "State is currently not saved and restored when hot-reloading, with the exception of exported variables." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:247 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:251 msgid "Attached C# scripts should refer to a class that has a class name that matches the file name." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:249 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:253 msgid "There are some methods such as ``Get()``/``Set()``, ``Call()``/``CallDeferred()`` and signal connection method ``Connect()`` that rely on Godot's ``snake_case`` API naming conventions. So when using e.g. ``CallDeferred(\"AddChild\")``, ``AddChild`` will not work because the API is expecting the original ``snake_case`` version ``add_child``. However, you can use any custom properties or methods without this limitation." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:257 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:261 msgid "Exporting Mono projects is supported for desktop platforms (Linux, Windows and macOS), Android, HTML5, and iOS. The only platform not supported yet is UWP." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:261 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:265 msgid "Performance of C# in Godot" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:263 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:267 msgid "According to some preliminary `benchmarks `_, the performance of C# in Godot — while generally in the same order of magnitude — is roughly **~4×** that of GDScript in some naive cases. C++ is still a little faster; the specifics are going to vary according to your use case. GDScript is likely fast enough for most general scripting workloads. C# is faster, but requires some expensive marshalling when talking to Godot." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:271 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:275 msgid "Using NuGet packages in Godot" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:273 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:277 msgid "`NuGet `_ packages can be installed and used with Godot, as with any C# project. Many IDEs are able to add packages directly. They can also be added manually by adding the package reference in the ``.csproj`` file located in the project root:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:290 -msgid "By default, tools like NuGet put ``Version`` as an attribute of the ```PackageReference``` Node. **You must manually create a Version node as shown above.** This is because the version of MSBuild used requires this. (This will be fixed in Godot 4.0.)" +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:291 +msgid "As of Godot 3.2.3, Godot automatically downloads and sets up newly added NuGet packages the next time it builds the project." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:292 -msgid "Whenever packages are added or modified, run ``nuget restore`` (*not* ``dotnet restore``) in the root of the project directory. To ensure that NuGet packages will be available for msbuild to use, run:" -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:301 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:295 msgid "Profiling your C# code" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:303 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:297 msgid "`Mono log profiler `_ is available for Linux and macOS. Due to a Mono change, it does not work on Windows currently." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:304 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:298 msgid "External Mono profiler like `JetBrains dotTrace `_ can be used as described `here `_." msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:309 -msgid "Configuring VS 2019 for debugging" -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:313 -msgid "Godot has built-in support for workflows involving several popular C# IDEs. Built-in support for Visual Studio will be including in future versions, but in the meantime, the steps below can let you configure VS 2019 for use with Godot C# projects." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:318 -msgid "Install VS 2019 with ``.NET desktop development`` and ``Desktop development with C++`` workloads selected." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:319 -msgid "**Ensure that you do not have Xamarin installed.** Do not choose the ``Mobile development with .NET`` workload. Xamarin changes the DLLs used by MonoDebugger, which breaks debugging." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:320 -msgid "Install the `VSMonoDebugger extension `_." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:321 -msgid "In VS 2019 --> Extensions --> Mono --> Settings:" -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:323 -msgid "Select ``Debug/Deploy to local Windows``." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:324 -msgid "Leave ``Local Deploy Path`` blank." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:325 -msgid "Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project Settings --> Mono --> Debugger Agent." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:326 -msgid "Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot Addon `_ may be helpful." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:328 -msgid "Run the game in Godot. It should hang at the Godot splash screen while it waits for your debugger to attach." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:329 -msgid "In VS 2019, open your project and choose Extensions --> Mono --> Attach to Mono Debugger." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:334 -msgid "Configuring Visual Studio Code for debugging" -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:336 -msgid "To configure debugging, open Visual Studio Code and download the Mono Debug extension from Microsoft and the Godot extension by Ignacio. Then open the Godot project folder in VS Code. Go to the Run tab and click on **create a launch.json file**. Select **C# Godot** from the dropdown menu. Now, when you start the debugger in VS Code your Godot project will run." -msgstr "" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot index f78bc26773..201892c599 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot index a0d86d6cae..86d1fd057b 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -109,7 +109,7 @@ msgid "Notice that you can always reference a signal name with the ``nameof`` ke msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:131 -msgid "It is possible to bind values when establishing a connection by passing an object array." +msgid "It is possible to bind values when establishing a connection by passing a Godot array." msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:151 diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot index 38187d92c8..61eab868a9 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/index.pot b/sphinx/templates/getting_started/scripting/c_sharp/index.pot index d622152705..91a6abcedb 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/index.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/creating_script_templates.pot b/sphinx/templates/getting_started/scripting/creating_script_templates.pot index c3a3dbd21d..a9c9c185a0 100644 --- a/sphinx/templates/getting_started/scripting/creating_script_templates.pot +++ b/sphinx/templates/getting_started/scripting/creating_script_templates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -49,7 +49,7 @@ msgid "Windows: ``%APPDATA%\\Godot\\script_templates\\``" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:26 -msgid "Linux: ``$HOME/.local/share/godot/script_templates/``" +msgid "Linux: ``$HOME/.config/godot/script_templates/``" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:27 diff --git a/sphinx/templates/getting_started/scripting/cross_language_scripting.pot b/sphinx/templates/getting_started/scripting/cross_language_scripting.pot index df9fd0a2f2..7a8632e6c9 100644 --- a/sphinx/templates/getting_started/scripting/cross_language_scripting.pot +++ b/sphinx/templates/getting_started/scripting/cross_language_scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot index c3cdf552c6..9a965e42f9 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot index eaba8851d5..6eba0fb546 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1395,7 +1395,7 @@ msgid "Default functions like ``_init``, and most notifications such as ``_ente msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1146 -msgid "Class Constructor" +msgid "Class constructor" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1148 diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot index 2dfe6b1faf..83e4fb03ca 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot index 33e0d46347..1add055025 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot index ce1e7e1a73..ae838adbef 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/index.pot b/sphinx/templates/getting_started/scripting/gdscript/index.pot index b93ee3bb13..b9b7bd3a00 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/index.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,3 +19,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/index.rst:2 msgid "GDScript" msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/index.rst:18 +msgid "See :ref:`doc_gdscript_grammar` if you are interested in writing a third-party tool that interacts with GDScript, such as a linter or formatter." +msgstr "" diff --git a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot index af4fdc298b..3e95b411d4 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot b/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot index 3857e8860b..2aaa97463e 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/index.pot b/sphinx/templates/getting_started/scripting/index.pot index 01ee0a5722..d4da0b201a 100644 --- a/sphinx/templates/getting_started/scripting/index.pot +++ b/sphinx/templates/getting_started/scripting/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot b/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot index cc20b5858a..d4f57f0e95 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot index afbcf2d625..33bdca2803 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/index.pot b/sphinx/templates/getting_started/scripting/visual_script/index.pot index c1ddb9dcfa..71858bc48b 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/index.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot index 3a7e02dcf6..f4d1c2f8ae 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot index 06bd7251b8..89904ba9bc 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/animations.pot b/sphinx/templates/getting_started/step_by_step/animations.pot index da31e2f5be..c41466bce0 100644 --- a/sphinx/templates/getting_started/step_by_step/animations.pot +++ b/sphinx/templates/getting_started/step_by_step/animations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/exporting.pot b/sphinx/templates/getting_started/step_by_step/exporting.pot index 2751995c4b..b3bafafc6e 100644 --- a/sphinx/templates/getting_started/step_by_step/exporting.pot +++ b/sphinx/templates/getting_started/step_by_step/exporting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -53,7 +53,7 @@ msgid "In **Project > Project Settings**, under **Input Devices > Pointing**, en msgstr "" #: ../../docs/getting_started/step_by_step/exporting.rst:41 -msgid "We also want to ensure that the game scales consistently on different-sized screens, so in the project settings go to **Display**, then click on **Window**. In the **Stretch** options, set **Mode** to ``2d``\" and **Aspect** to ``keep``." +msgid "We also want to ensure that the game scales consistently on different-sized screens, so in the project settings go to **Display**, then click on **Window**. In the **Stretch** options, set **Mode** to ``2d`` and **Aspect** to ``keep``." msgstr "" #: ../../docs/getting_started/step_by_step/exporting.rst:45 diff --git a/sphinx/templates/getting_started/step_by_step/filesystem.pot b/sphinx/templates/getting_started/step_by_step/filesystem.pot index 5586c41316..aabc231570 100644 --- a/sphinx/templates/getting_started/step_by_step/filesystem.pot +++ b/sphinx/templates/getting_started/step_by_step/filesystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot index 7e0d2a818f..d8bc7c24d8 100644 --- a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot +++ b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/index.pot b/sphinx/templates/getting_started/step_by_step/index.pot index 854a4a2ed3..c951949d66 100644 --- a/sphinx/templates/getting_started/step_by_step/index.pot +++ b/sphinx/templates/getting_started/step_by_step/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing.pot b/sphinx/templates/getting_started/step_by_step/instancing.pot index 730246f9ad..4afddfd731 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot index 90f6853498..1bfd785789 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot index da907af188..0243ad5a67 100644 --- a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -121,11 +121,11 @@ msgid "You can see four workspace buttons at the top: 2D, 3D, Script and AssetLi msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:120 -msgid "You'll use the **2D workspace** for all types of games. In addition to 2D games, the 2D workspace is where you'll build your interfaces. Press :kbd:`F1` (or :kbd:`Alt + 1` on macOS) to access it." +msgid "You'll use the **2D workspace** for all types of games. In addition to 2D games, the 2D workspace is where you'll build your interfaces. Press :kbd:`Ctrl + F1` (or :kbd:`Alt + 1` on macOS) to access it." msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:126 -msgid "In the **3D workspace**, you can work with meshes, lights, and design levels for 3D games. Press :kbd:`F2` (or :kbd:`Alt + 2` on macOS) to access it." +msgid "In the **3D workspace**, you can work with meshes, lights, and design levels for 3D games. Press :kbd:`Ctrl + F2` (or :kbd:`Alt + 2` on macOS) to access it." msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:131 @@ -137,7 +137,7 @@ msgid "Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace** msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:138 -msgid "The **Script** workspace is a complete code editor with a debugger, rich auto-completion, and built-in code reference. Press :kbd:`F3` (or :kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the reference." +msgid "The **Script** workspace is a complete code editor with a debugger, rich auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the reference." msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:144 diff --git a/sphinx/templates/getting_started/step_by_step/resources.pot b/sphinx/templates/getting_started/step_by_step/resources.pot index 7b98fc6513..e8ff354196 100644 --- a/sphinx/templates/getting_started/step_by_step/resources.pot +++ b/sphinx/templates/getting_started/step_by_step/resources.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scene_tree.pot b/sphinx/templates/getting_started/step_by_step/scene_tree.pot index 3b22e252f3..87de26e16f 100644 --- a/sphinx/templates/getting_started/step_by_step/scene_tree.pot +++ b/sphinx/templates/getting_started/step_by_step/scene_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,8 +17,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/step_by_step/scene_tree.rst:4 -#: ../../docs/getting_started/step_by_step/scene_tree.rst:33 -msgid "SceneTree" +msgid "Using SceneTree" msgstr "" #: ../../docs/getting_started/step_by_step/scene_tree.rst:7 @@ -45,6 +44,10 @@ msgstr "" msgid "The user program, or game, starts in the MainLoop. This class has a few methods, for initialization, idle (frame-synchronized callback), fixed (physics-synchronized callback), and input. Again, this is low level and when making games in Godot, writing your own MainLoop seldom makes sense." msgstr "" +#: ../../docs/getting_started/step_by_step/scene_tree.rst:33 +msgid "SceneTree" +msgstr "" + #: ../../docs/getting_started/step_by_step/scene_tree.rst:35 msgid "One of the ways to explain how Godot works is that it's a high level game engine over a low level middleware." msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot index 42943f34d7..cecb65066c 100644 --- a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot +++ b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting.pot b/sphinx/templates/getting_started/step_by_step/scripting.pot index a4a7d0fca1..08550d3998 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot index bfef9d8df8..d8668ed7c3 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/signals.pot b/sphinx/templates/getting_started/step_by_step/signals.pot index 20447d224c..b174952036 100644 --- a/sphinx/templates/getting_started/step_by_step/signals.pot +++ b/sphinx/templates/getting_started/step_by_step/signals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot index a9d03080b5..284b9ef542 100644 --- a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot +++ b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/splash_screen.pot b/sphinx/templates/getting_started/step_by_step/splash_screen.pot index 8b3aa27960..2a3c1e72ec 100644 --- a/sphinx/templates/getting_started/step_by_step/splash_screen.pot +++ b/sphinx/templates/getting_started/step_by_step/splash_screen.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot index a13564fae0..068fc98c55 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -433,7 +433,7 @@ msgid "When the green character dies, it plays a death animation and fades out. msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:569 -msgid "First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to know when it died. Press :kbd:`F1` to jump back to the 2D Workspace. Select the ``Player`` node in the Scene dock and click on the Node tab next to the Inspector." +msgid "First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to know when it died. Press :kbd:`Ctrl + F1` to jump back to the 2D Workspace. Select the ``Player`` node in the Scene dock and click on the Node tab next to the Inspector." msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:574 diff --git a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot index b9e297ad97..d3504dd106 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot index a216cde863..4ace0148fb 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot index 84ae008c26..6b1ae6eb0c 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/your_first_game.pot b/sphinx/templates/getting_started/step_by_step/your_first_game.pot index 3cf7a3ce4c..f793d5c8ee 100644 --- a/sphinx/templates/getting_started/step_by_step/your_first_game.pot +++ b/sphinx/templates/getting_started/step_by_step/your_first_game.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot index 3e4869c36a..a6f9916b70 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot index f8f00dc80c..86cf8f30e1 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot index 402eb3c317..5282635894 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot index a90e79a0eb..f5668ea8ab 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot index 1d1b89c1a3..927d228c7c 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot index 97fde6349f..c4c9beed93 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot index b34f460d48..83d250f824 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/import_process.pot b/sphinx/templates/getting_started/workflow/assets/import_process.pot index 9b5d61e521..914c9be9bd 100644 --- a/sphinx/templates/getting_started/workflow/assets/import_process.pot +++ b/sphinx/templates/getting_started/workflow/assets/import_process.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot index 53551ac10e..4b21d03fc6 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_images.pot b/sphinx/templates/getting_started/workflow/assets/importing_images.pot index a4106ddace..2c485aeb2c 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_images.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_images.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot index 2c4e0cf236..54a606e2f3 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot index ea67319ff9..b7270da1a7 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/index.pot b/sphinx/templates/getting_started/workflow/assets/index.pot index e9dc0924c2..9767cd3b82 100644 --- a/sphinx/templates/getting_started/workflow/assets/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot index 84a7ab54b6..959e46f61e 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot index fe08a288a1..7ea4bd6895 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot index 910bcb0f6d..0db0f9890a 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -72,58 +72,58 @@ msgstr "" msgid "Nodes likewise have an alternative access point: the SceneTree." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:244 +#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:245 msgid "Accessing data or logic from an object" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:246 +#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:247 msgid "Godot's scripting API is duck-typed. This means that if a script executes an operation, Godot doesn't validate that it supports the operation by **type**. It instead checks that the object **implements** the individual method." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:250 +#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:251 msgid "For example, the :ref:`CanvasItem ` class has a ``visible`` property. All properties exposed to the scripting API are in fact a setter and getter pair bound to a name. If one tried to access :ref:`CanvasItem.visible `, then Godot would do the following checks, in order:" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:256 +#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:257 msgid "If the object has a script attached, it will attempt to set the property through the script. This leaves open the opportunity for scripts to override a property defined on a base object by overriding the setter method for the property." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:261 +#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:262 msgid "If the script does not have the property, it performs a HashMap lookup in the ClassDB for the \"visible\" property against the CanvasItem class and all of its inherited types. If found, it will call the bound setter or getter. For more information about HashMaps, see the :ref:`data preferences ` docs." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:267 +#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:268 msgid "If not found, it does an explicit check to see if the user wants to access the \"script\" or \"meta\" properties." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:270 +#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:271 msgid "If not, it checks for a ``_set``/``_get`` implementation (depending on type of access) in the CanvasItem and its inherited types. These methods can execute logic that gives the impression that the Object has a property. This is also the case with the ``_get_property_list`` method." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:275 +#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:276 msgid "Note that this happens even for non-legal symbol names such as in the case of :ref:`TileSet `'s \"1/tile_name\" property. This refers to the name of the tile with ID 1, i.e. :ref:`TileSet.tile_get_name(1) `." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:280 +#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:281 msgid "As a result, this duck-typed system can locate a property either in the script, the object's class, or any class that object inherits, but only for things which extend Object." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:284 +#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:285 msgid "Godot provides a variety of options for performing runtime checks on these accesses:" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:287 +#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:288 msgid "A duck-typed property access. These will property check (as described above). If the operation isn't supported by the object, execution will halt." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:315 +#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:316 msgid "A method check. In the case of :ref:`CanvasItem.visible `, one can access the methods, ``set_visible`` and ``is_visible`` like any other method." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:447 +#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:454 msgid "Outsource the access to a :ref:`FuncRef `. These may be useful in cases where one needs the max level of freedom from dependencies. In this case, one relies on an external context to setup the method." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:506 +#: ../../docs/getting_started/workflow/best_practices/godot_interfaces.rst:513 msgid "These strategies contribute to Godot's flexible design. Between them, users have a breadth of tools to meet their specific needs." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot index ebdc05de15..80e2a2dd0d 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/index.pot b/sphinx/templates/getting_started/workflow/best_practices/index.pot index 5422203859..ff12a11022 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/index.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot index ddc77e7459..65449a9abf 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot index 07c2cda29b..9703e228a2 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot index 2f886b15e8..e62c8a3f04 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot index b0c3239725..91c7fc1c88 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot index 982d37b993..b6cae55f4c 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot index db8e1c49a9..9c883d0e58 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot index c4c767f908..3490201880 100644 --- a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot +++ b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -37,245 +37,37 @@ msgid "Add external SDKs that build with your project." msgstr "" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:16 -msgid "Configuring the custom build is a more or less straightforward process, but it may take a while to get used to how the Android SDK works." +msgid "Configuring the custom build is a fairly straightforward process. But first you need to follow the steps in :ref:`exporting for android` up to **Setting it up in Godot**. After doing that, follow the steps below." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:19 -msgid "Instructions will be provided as detailed as possible to do this process." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:22 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:21 msgid "Set up the custom build environment" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:24 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:23 msgid "Go to the Project menu, and install the *Custom Build* template:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:28 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:27 msgid "Make sure export templates are downloaded. If not, this menu will help you download them." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:31 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:30 msgid "A Gradle-based Android project will be created under ``res://android/build``. Editing these files is not needed unless you want to :ref:`create your own add-ons`, or you really need to modify the project." msgstr "" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:36 -msgid "Install the Android SDK (command-line version)" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:38 -msgid "These are the steps for installing the Android SDK using command line. The advantage of this approach is the simplicity and small download/install size. It can be more challenging though. The Android Studio approach is easier, but it requires downloading and installing Android Studio (which may require more than 1 GB of storage)." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:45 -msgid "Install a JDK" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:47 -msgid "The Android SDK doesn't come with Java, so it needs to be installed manually. You need to install a Java SDK (**not** just the runtime or JRE). `OpenJDK 8 `__ is required, newer versions won't work." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:52 -msgid "On Windows, make sure that you enable \"Set ``JAVA_HOME`` variable\" in the *Custom Setup* view of the installer. You have to restart Godot after this, otherwise Godot can't find the ``JAVA_HOME`` variable." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:57 -msgid "Download the command-line tools" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:59 -msgid "Go to the `Android Studio download page `_. To save disk space, you don't want the full IDE, so don't download it." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:64 -msgid "If you do want Android Studio, read further down for instructions for doing the same using Android Studio." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:67 -msgid "Look on that page for the *Command line tools only* section. Currently, they are listed under *Download Options*. Scroll down a bit until you see them and download the ZIP file for your platform." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:71 -msgid "This may appear a little confusing, but be sure to follow these instructions carefully:" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:74 -msgid "Create a new folder anywhere you want named ``android-sdk`` (it **must** be an empty directory). On Windows, the following path is usually good enough:" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:81 -msgid "Create an empty folder named ``cmdline-tools`` inside of the ``android-sdk`` folder. Then unzip the Android SDK ZIP file into the ``android-sdk/cmdline-tools`` folder." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:86 -msgid "If you're on Windows, you must not extract the ZIP archive with the default Windows extractor (e.g. Windows Explorer). You have to use another tool like 7zip, WinRAR or the Powershell ``Expand-Archive`` command. If you extract the archive with the default Windows extractor, the files are not extracted correctly and you will run into errors later on!" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:92 -msgid "The ``cmdline-tools`` folder should now contain the unzipped folder called ``tools``. Finally, rename the ``tools`` folder to ``latest``." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:95 -msgid "Your final directory structure should look like this :" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:104 -msgid "We need to setup the directory structure this way for the sdkmanager (inside the bin folder) to work." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:107 -msgid "Accepting the licenses" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:109 -msgid "To be able to use the Android SDK tools, Google requires you to accept its licenses." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:112 -msgid "To do this, the ``sdkmanager`` must be executed from the command line with a special argument. Navigate to the ``tools/bin`` directory inside the SDK folder (instructions provided for Windows users, as Linux and macOS users are expected to understand how command line navigation works):" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:119 -msgid "Then open a command line window:" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:123 -msgid "In there, run ``sdkmanager --licenses``:" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:127 -msgid "This will ask you to accept several licenses, just write ``y`` and press :kbd:`Enter` on every of them until it's done." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:130 -msgid "Afterwards, install the platform tools (this is required to install ``adb``):" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:134 -msgid "If you get an error saying ``Warning: Could not create settings``, try ``./sdkmanager --sdk_root=../../ --licenses`` or ``./sdkmanager --sdk_root=../../ platform-tools``. These must be executed inside the ``/tools/bin/`` folder because the path for ``--sdk_root`` is relative." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:137 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:222 -msgid "Generating the keystore" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:139 -msgid "Once the *platform tools* are installed, the last step is to generate a debug keystore (this is needed to build). Go up two folders by writing:" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:146 -msgid "(or open a new shell in the ``android-sdk`` folder)." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:148 -msgid "And you need to input the following line (This should work out of the box. However, if you haven't set the ``JAVA_HOME`` variable on Windows, there are further instructions below):" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:156 -msgid "On Windows, if you did not install the ``JAVA_HOME`` variable, the full path to Java should be provided. You need to add ``&`` at the beginning of the line if you use PowerShell; it's not needed for the regular ``cmd.exe`` console." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:160 -msgid "To make it clearer, here is an capture of a line that works on PowerShell (by adding ``&`` and the full Java path before ``keytool.exe``). Again, keep in mind that you need Java installed:" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:166 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:177 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:249 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:260 -msgid "(right-click and open the image in a new tab if this appears too small)" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:170 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:253 -msgid "Setting up Godot" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:172 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:255 -msgid "Go to the **Editor Settings** and set up a few fields in **Export > Android**. Make sure they look like the following:" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:179 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:262 -msgid "As it can be seen, most paths are inside either the ``android-sdk`` folder you originally created, or inside the Java install. For Linux and macOS users, ``jarsigner`` is often located in ``/usr/bin``." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:183 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:266 -msgid "With this, you should be all set." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:187 -msgid "Install the Android SDK (Android Studio)" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:189 -msgid "If you just finished installing the SDK via the command-line tools, feel free to skip this section entirely. The Android Studio path is easier, but it takes up more disk space. It's also useful if you plan to develop Godot for Android (modify the Java source code) or if you plan to develop add-ons." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:195 -msgid "Download and install Android Studio" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:197 -msgid "Download the latest version of Android Studio. When installing, pay attention to where the *android-sdk* directory is created." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:202 -msgid "This is funny, the path it proposes by default contains whitespace (and complains about it). It must be changed." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:204 -msgid "In any case, it's better to select a different path inside your user folders. The recommended one is usually:" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:211 -msgid "Replace *yourusername* by your actual user name. Once it's correct, select from the list above in the same screen:" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:214 -msgid "Android SDK" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:215 -msgid "Android SDK Platform" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:217 -msgid "The rest are not needed, because the build system will fetch them itself. After selecting them, go on with the installation." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:224 -msgid "Go to the folder where you installed ``android-sdk`` in the previous step, use File Explorer and open a command line tool there:" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:229 -msgid "The actual command line to type is the following. On Linux and macOS, it should work out of the box, but on Windows, it needs additional details (keep reading afterwards)." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:237 -msgid "On Windows, the full path to Java should be provided (and ``&`` needs to be added at the beginning on the line if you use PowerShell, it's not needed for the regular ``cmd.exe`` console). Don't worry, at least by using Android Studio on Windows, Java comes bundled with it." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:242 -msgid "To make it clearer, here is a screen capture of a line that works on PowerShell (by adding ``&`` and the full Java Path to ``keytool.exe``; remove ``&`` if you use ``cmd.exe``). It uses a path to the Java version that comes with Android Studio:" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:270 msgid "Enabling the custom build and exporting" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:272 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:38 msgid "When setting up the Android project in the **Project > Export** dialog, **Custom Build** needs to be enabled:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:277 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:43 msgid "From now on, attempting to export the project or one-click deploy will call the `Gradle `__ build system to generate fresh templates (this window will appear every time):" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:283 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:49 msgid "The templates built will be used automatically afterwards, so no further configuration is needed." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot index 3233e24cb5..f16e71063a 100644 --- a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot +++ b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -41,65 +41,73 @@ msgid "It is also possible to convert a PNG image to an hiDPI-friendly ICO file msgstr "" #: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:30 +msgid "For the ICO file to effectively replace the default Godot icon, it must contain *all* the sizes included in the default Godot icon: 16×16, 32×32, 48×48, 64×64, 128×128, 256×256. If the ICO file does not contain all the sizes, the default Godot icon will be kept for the sizes that weren't overridden." +msgstr "" + +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:35 +msgid "The above ImageMagick command takes this into account." +msgstr "" + +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:38 msgid "Changing the taskbar icon" msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:32 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:40 msgid "The taskbar icon is the icon that shows up on the taskbar when your project is running." msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:37 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:45 msgid "To change the taskbar icon, go to **Project → Project Settings → Application → Config → Windows Native Icon**. Click on the folder icon and select your ICO file." msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:43 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:51 msgid "This setting only changes the icon for your exported game on Windows. To set the icon for macOS, use ``Macos Native Icon``. And for any other platform, use the ``Icon`` setting." msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:48 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:56 msgid "Changing the file icon" msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:52 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:60 msgid "There are `known issues `__ when changing the application icon in executables that embed a PCK file. It's recommended to avoid using rcedit for now if you choose to enable the **Embed Pck** option for your Windows export preset in the Export dialog." msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:57 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:65 msgid "The file icon is the icon of the executable that you click on to start the project." msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:62 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:70 msgid "Before selecting it in the export options, you will need to install an extra tool called **rcedit**. You can download it `here `_." msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:66 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:74 msgid "After downloading, you need to tell Godot the path to the rcedit executable on your computer. Go to **Editor → Editor Settings → Export → Windows**. Click on the folder icon for the **rcedit** entry. Navigate to and select the rcedit executable." msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:74 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:82 msgid "Linux and macOS users will also need to install `WINE `_ to use rcedit." msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:79 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:87 msgid "You should now have everything in place to change the file icon. To do that, you will need to specify the icon when exporting. Go to **Project → Export**. Assuming you have already created a Windows Desktop preset, select your icon in ICO format in the **Application → Icon** field." msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:89 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:97 msgid "If rcedit fails to change the icon, you can instead :ref:`compile your own Windows export templates ` with the icon changed. To do so, replace `platform/windows/godot.ico `__ with your own ICO file *before* compiling export templates." msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:95 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:103 msgid "Once this is done, you can specify your export templates as custom export templates in your project's Windows export preset." msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:99 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:107 msgid "Testing the result" msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:101 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:109 msgid "You can now export the project. If it worked correctly, you should see this:" msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:107 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:115 msgid "If your icon isn't showing up properly, on Windows 10, try clearing the icon cache. To do so, open the **Run** dialog and enter ``ie4uinit.exe -ClearIconCache`` or ``ie4uinit.exe -show``." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot index d602ddd061..55e2594997 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -49,7 +49,7 @@ msgid "Android SDK Platform-Tools version 30.0.5 or later" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:20 -msgid "Android SDK Build-Tools version 30.0.1" +msgid "Android SDK Build-Tools version 30.0.3" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:21 @@ -213,7 +213,7 @@ msgid "**Your export_presets.cfg file now contains sensitive information.** If y msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:130 -msgid "Don't forget to uncheck the **Export With Debug** checkbox while choosing the APK's name." +msgid "Don't forget to uncheck the **Export With Debug** checkbox while exporting." msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:135 diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot index 5f13a62f21..f36248a6bb 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot index 21132013a3..c211494849 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot index 006b1a51d5..815e4963f3 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot index 78dfc0421b..40824770b7 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot index bc4f633c8a..5d8ce69ca2 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.3\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2021-03-31 15:34+0200\n" +"POT-Creation-Date: 2021-06-02 13:32+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -29,261 +29,310 @@ msgid "Use the browser-integrated developer console, usually opened with :kbd:`F msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:15 -msgid "Many browsers, including Firefox and Chromium-based browsers, will not load exported projects when **opened locally** per ``file://`` protocol. To get around this, use a local server." +msgid "`There are significant bugs when running HTML5 projects on iOS `__ (regardless of the browser). We recommend using :ref:`iOS' native export functionality ` instead, as it will also result in better performance." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:19 -msgid "Python offers an easy method to start a local server. Use ``python -m http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the current working directory at ``http://localhost:8000``. `Refer to MDN for additional information `__." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:24 -msgid "`There are significant bugs when running HTML5 projects on iOS `__ (regardless of the browser). We recommend using :ref:`iOS' native export functionality ` instead, as it will also result in better performance." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:31 -msgid "If you use Linux, due to `poor Firefox WebGL performance `__, it's recommended to play the exported project using a Chromium-based browser instead of Firefox." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:37 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:21 msgid "WebGL 2" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:39 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:23 msgid "Until the *OpenGL ES 3* renderer is removed from Godot in favor of *Vulkan*, HTML5 export uses *WebGL 2* when the *GLES3* option is selected." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:42 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:26 msgid "Using WebGL 2 is not recommended due to its expected removal from Godot without replacement." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:45 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:29 msgid "WebGL 2 is not supported in all browsers. **Firefox** and **Chromium** (Chrome, Opera) are the most popular supported browsers, **Safari** and **Edge** do not work. On **iOS**, all browsers are based on WebKit (i.e. Safari), so they will also not work." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:50 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:34 msgid "Godot's WebGL 2 renderer has issues with 3D and is no longer maintained." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:53 -msgid "Limitations" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:55 -msgid "For security and privacy reasons, many features that work effortlessly on native platforms are more complicated on the web platform. Following is a list of limitations you should be aware of when porting a Godot game to the web." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:60 -msgid "Using cookies for data persistence" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:62 -msgid "Users must **allow cookies** (specifically IndexedDB) if persistence of the ``user://`` file system is desired. When playing a game presented in an ``iframe``, **third-party** cookies must also be enabled. Incognito/private browsing mode also prevents persistence." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:67 -msgid "The method ``OS.is_userfs_persistent()`` can be used to check if the ``user://`` file system is persistent, but can give false positives in some cases." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:72 -msgid "Full screen and mouse capture" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:74 -msgid "Browsers do not allow arbitrarily **entering full screen**. The same goes for **capturing the cursor**. Instead, these actions have to occur as a response to a JavaScript input event. In Godot, this means entering full screen from within a pressed input event callback such as ``_input`` or ``_unhandled_input``. Querying the :ref:`class_Input` singleton is not sufficient, the relevant input event must currently be active." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:81 -msgid "For the same reason, the full screen project setting doesn't work unless the engine is started from within a valid input event handler. This requires :ref:`customization of the HTML page `." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:86 -msgid "Audio autoplay" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:88 -msgid "Chrome restricts how websites may play audio. It may be necessary for the player to click or tap or press a key to enable audio." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:91 -msgid "Google offers additional information about their `Web Audio autoplay policies `__." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:95 -msgid ":ref:`class_HTTPClient` and :ref:`class_HTTPRequest`" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:97 -msgid "The HTTP classes have several restrictions on the HTML5 platform:" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:99 -msgid "Accessing or changing the ``StreamPeer`` is not possible" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:100 -msgid "Threaded/Blocking mode is not available" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:101 -msgid "Cannot progress more than once per frame, so polling in a loop will freeze" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:102 -msgid "No chunked responses" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:103 -msgid "Host verification cannot be disabled" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:104 -msgid "Subject to `same-origin policy `__" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:107 -msgid "Exported ``.html`` file must not be reused" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:109 -msgid "Each project must generate their own HTML file. On export, several text placeholders are replaced in the **generated HTML file** specifically for the given export options. Any direct modifications to the **generated HTML file** will be lost in future exports. To customize the generated file, see :ref:`doc_customizing_html5_shell`." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:113 -msgid "Boot splash is not displayed" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:115 -msgid "The default HTML page does not display the boot splash while loading. However, the image is exported as a PNG file, so :ref:`custom HTML pages ` can display it." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:120 -msgid "Shader language limitations" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:122 -msgid "When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0 doesn't support dynamic loops, so shaders using those won't work there." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:126 -msgid "Unimplemented functionality" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:128 -msgid "The following functionality is currently unavailable on the HTML5 platform:" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:130 -msgid "Threads" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:131 -msgid "GDNative" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:132 -msgid "C#" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:133 -msgid "Clipboard synchronization between engine and operating system" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:134 -msgid "Networking other than :ref:`class_HTTPClient` and :ref:`class_WebSocketClient`" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:136 -msgid "Check the `list of open HTML5 issues on GitHub `__ to see if the functionality you're interested in has an issue yet. If not, open one to communicate your interest." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:142 -msgid "Serving the files" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:144 -msgid "Exporting for the web generates several files to be served from a web server, including a default HTML page for presentation. A custom HTML file can be used, see :ref:`doc_customizing_html5_shell`." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:148 -msgid "The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache servers and can be renamed to e.g. ``index.html`` at any time, its name is never depended on by default." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:152 -msgid "The HTML page draws the game at maximum size within the browser window. This way it can be inserted into an ``