Merge Sphinx translations with Weblate translations

This commit is contained in:
Rémi Verschelde
2020-05-27 14:43:06 +02:00
parent d109249993
commit 8dd65fa404
3732 changed files with 18026 additions and 15491 deletions

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -140,7 +140,7 @@ msgid ""
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:65
msgid "*Needs rebase*: the issue need a git rebase to be merged."
msgid "*Needs rebase*: the issue need a Git rebase to be merged."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:66

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -357,7 +357,7 @@ msgstr ""
msgid ""
"By default, those changes are *unstaged*. The staging area is a layer "
"between your working directory (where you make your modifications) and the "
"local git repository (the commits and all the metadata in the ``.git`` "
"local Git repository (the commits and all the metadata in the ``.git`` "
"folder). To bring changes from the working directory to the Git repository, "
"you need to *stage* them with the ``git add`` command, and then to commit "
"them with the ``git commit`` command."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -110,7 +110,7 @@ msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:42
msgid ""
"If you're new to git and GitHub, this guide will help you get started. "
"If you're new to Git and GitHub, this guide will help you get started. "
"You'll learn to:"
msgstr ""
@@ -181,7 +181,7 @@ msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:86
msgid ""
"You should have two: ``origin``, your fork on GitHub, that git adds by "
"You should have two: ``origin``, your fork on GitHub that Git adds by "
"default, and ``upstream``, that you just added:"
msgstr ""
@@ -218,8 +218,8 @@ msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:122
msgid ""
"If you're feeling lost by now, come to our `IRC channels <http://webchat."
"freenode.net/?channels=#godotengine>`_ and ask for help. Experienced git "
"If you're feeling lost by now, come to our `IRC channels <https://webchat."
"freenode.net/?channels=#godotengine>`_ and ask for help. Experienced Git "
"users will give you a hand."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -103,7 +103,7 @@ msgid ""
"project in the form of a patch (a text file describing the changes in a "
"ready-to-apply manner) or - in the modern workflow that we use - via a so-"
"called \"pull request\" (PR), i.e. a proposal to directly merge one or more "
"git commits (patches) into the main development branch."
"Git commits (patches) into the main development branch."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:68
@@ -125,7 +125,7 @@ msgstr ""
msgid ""
"The whole community will benefit from your work, and other contributors will "
"behave the same way, contributing code that will be beneficial to you. At "
"the time of this writing, more than 300 developers have contributed code "
"the time of this writing, more than 1000 developers have contributed code "
"changes to the engine!"
msgstr ""
@@ -133,7 +133,7 @@ msgstr ""
msgid ""
"To ensure good collaboration and overall quality, the Godot developers "
"enforce some rules for code contributions, for example regarding the style "
"to use in the C++ code (indentation, brackets, etc.) or the git and PR "
"to use in the C++ code (indentation, brackets, etc.) or the Git and PR "
"workflow."
msgstr ""
@@ -305,7 +305,7 @@ msgid ""
"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 <toc-class-ref>`. To contribute to the class reference, you have to edit "
"the `doc/base/classes.xml` in Godot's git repository, and make a pull "
"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 ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -255,84 +255,122 @@ msgid ""
"architecture."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:186
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:188
#, fuzzy
msgid "Custom modules"
msgstr "Benutzerdefinierte Meshes"
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:190
msgid ""
"It's possible to compile modules residing outside of Godot's directory tree, "
"along with the built-in modules."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:193
msgid ""
"A ``custom_modules`` build option can be passed to the command line before "
"compiling. The option represents a comma-separated list of directory paths "
"containing a collection of independent C++ modules that can be seen as C++ "
"packages, just like the built-in ``modules/`` directory."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:198
msgid ""
"For instance, it's possible to provide both relative, absolute, and user "
"directory paths containing such modules:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:207
msgid ""
"If there's any custom module with the exact directory name as a built-in "
"module, the engine will only compile the custom one. This logic can be used "
"to override built-in module implementations."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:213
#, fuzzy
msgid ":ref:`doc_custom_modules_in_c++`"
msgstr ""
":ref:` Benutzerdefiniertes Nachbearbeitung <doc_custom_postprocessing>`"
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:216
msgid "Other build options"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:188
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:218
msgid ""
"There are several other build options that you can use to configure the way "
"Godot should be built (compiler, debug options, etc.) as well as the "
"features to include/disable."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:192
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:222
msgid ""
"Check the output of ``scons --help`` for details about each option for the "
"version you are willing to compile."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:198
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:228
#, fuzzy
msgid "Overriding the build options"
msgstr "Überschreiben einer virtuellen Funktion"
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:201
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:231
#, fuzzy
msgid "Using a file"
msgstr "Verwendung von Leerzeichen"
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:203
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:233
msgid ""
"The default ``custom.py`` file can be created at the root of the Godot "
"Engine source to initialize any SCons build options passed via the command "
"line:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:215
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:245
msgid ""
"You can also disable some of the builtin modules before compiling, saving "
"some time it takes to build the engine, see :ref:`doc_optimizing_for_size` "
"page for more details."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:218
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:248
msgid ""
"Another custom file can be specified explicitly with the ``profile`` command "
"line option, both overriding the default build configuration:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:225
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:255
msgid ""
"Build options set from the file can be overridden by the command line "
"options."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:228
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:258
msgid "It's also possible to override the options conditionally:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:243
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:273
msgid "Using the SCONSFLAGS"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:245
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:275
msgid ""
"``SCONSFLAGS`` is an environment variable which is used by the SCons to set "
"the options automatically without having to supply them via the command line."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:248
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:278
msgid ""
"For instance, you may want to build Godot in parallel with the "
"aforementioned ``-j`` option for all the future builds:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:265
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:295
msgid "Export templates"
msgstr "Exportvorlagen"
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:267
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:297
msgid ""
"Official export templates are downloaded from the Godot Engine site: "
"`godotengine.org <https://godotengine.org/>`__. However, you might want to "
@@ -340,20 +378,20 @@ msgid ""
"modules, or simply don't trust your own shadow)."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:272
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:302
msgid ""
"If you download the official export templates package and unzip it, you will "
"notice that most files are optimized binaries or packages for each platform:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:295
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:325
msgid ""
"To create those yourself, follow the instructions detailed for each platform "
"in this same tutorial section. Each platform explains how to create its own "
"template."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:299
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:329
msgid ""
"The ``version.txt`` file should contain the corresponding Godot version "
"identifier. This file is used to install export templates in a version-"
@@ -365,7 +403,7 @@ msgid ""
"com/godotengine/godot/blob/master/version.py>`__."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:307
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:337
msgid ""
"If you are developing for multiple platforms, macOS is definitely the most "
"convenient host platform for cross-compilation, since you can cross-compile "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -30,29 +30,38 @@ msgid ""
"work on Godot's core engine as well as the Android platform codebase."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:11
#: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:12
msgid "Importing the project"
msgstr "Projekt importieren"
#: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:14
msgid ""
"From Android Studio's welcome window, select **Open an existing Android "
"From the Android Studio's welcome window select **Open an existing Android "
"Studio project**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:16
#: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:21
#, fuzzy
msgid "Android Studio's welcome window."
msgstr "Android SDK"
#: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:23
msgid ""
"Navigate to ``<Godot root directory>/platform/android/java`` and select the "
"``settings.gradle`` gradle file."
"``settings.gradle`` file."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:17
#: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:24
msgid "Android Studio will import and index the project."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:18
#: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:25
msgid ""
"To build the project, follow the :ref:`compiling instructions <toc-devel-"
"compiling>`."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:20
#: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:27
#, fuzzy
msgid ""
"If you run into any issues, ask for help in one of `Godot's community "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -23,45 +23,59 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:6
msgid ""
"`CLion <https://www.jetbrains.com/clion/>`_ is a commercial IDE for C++. It "
"requires a ``CMakeLists.txt`` file as a project file, which is problematic "
"for Godot which uses the SCons buildsystem instead of CMake. However, there "
"is a ``CMakeLists.txt`` configuration for :ref:`Android Studio "
"<doc_configuring_an_ide_android_studio>` which can also be used by CLion."
"`CLion <https://www.jetbrains.com/clion/>`_ is a commercial `JetBrains "
"<https://www.jetbrains.com/>`_ IDE for C++."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:13
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:10
msgid "Importing the project"
msgstr "Projekt importieren"
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:12
msgid ""
"If you've already opened another project, choose **File > Open** at the top "
"of the CLion window. Otherwise, choose the option to import an existing "
"project in the Welcome window."
"CLion requires a ``CMakeLists.txt`` file as a project file, which is "
"problematic for Godot because it uses the SCons buildsystem instead of "
"CMake. However, there is a ``CMakeLists.txt`` configuration for :ref:"
"`Android Studio <doc_configuring_an_ide_android_studio>` which can also be "
"used by CLion."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:16
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:17
msgid ""
"Navigate to your Godot Git clone then select the folder ``platform/android/"
"java/lib`` - the ``CMakeLists.txt`` file is located there. Select the folder "
"(*not* the ``CMakeLists.txt file``), then click **OK**."
"From the CLion's welcome window choose the option to import an existing "
"project. If you've already opened another project, choose **File > Open** "
"from the top menu."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:22
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:20
msgid ""
"Navigate to ``<Godot root directory>/platform/android/java/lib`` (the "
"``CMakeLists.txt`` file is located there) and select it (but *not* the "
"``CMakeLists.txt`` file itself), then click **OK**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:27
msgid "The folder containing the ``CMakeLists.txt`` file."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:29
msgid ""
"If this popup window appears, select **This Window** to open the project:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:26
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:34
msgid ""
"Choose **Tools > CMake >Change Project Root** and select the root Godot "
"folder."
"Choose **Tools > CMake > Change Project Root** from the top menu and select "
"the Godot root folder."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:30
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:40
msgid ""
"You should be now be able to see all the project files. Autocomplete should "
"work once the project has finished indexing."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:33
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:43
#, fuzzy
msgid ""
"If you run into any issues, ask for help in one of `Godot's community "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -27,55 +27,113 @@ msgid ""
"desktop platforms."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:8
msgid "Start by opening KDevelop and choosing **Open Project**."
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:9
msgid "Importing the project"
msgstr "Projekt importieren"
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:11
msgid "From the KDevelop's main screen select **Open Project**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:12
msgid "Choose the directory where you cloned Godot."
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:17
msgid "KDevelop's main screen."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:14
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:19
msgid "Navigate to the Godot root folder and select it."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:20
msgid ""
"On the next screen, choose **Custom Build System** for the **Project "
"Manager**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:18
msgid "Now that the project has been imported, open the project configuration."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:22
msgid "Add the following includes/imports:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:35
msgid "Apply the changes."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:37
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:26
msgid ""
"Switch to the **Custom Build System** tab. Add a build configuration and "
"keep the build directory blank. Enable build tools and add ``scons`` as the "
"executable then add ``platform=linuxbsd target=debug`` (``platform=osx`` if "
"you're on macOS) as the arguments."
"After the project has been imported, open the project configuration by right-"
"clicking on it in the **Projects** panel and selecting **Open Configuration.."
"** option."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:44
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:33
msgid ""
"Next, we need to tell KDevelop where to find the binary. From the **Run** "
"menu, choose **Configure Launches**."
"Under **Language Support** open the **Includes/Imports** tab and add the "
"following paths:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:49
msgid "Apply the changes."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:50
msgid ""
"Click **Add** if no launcher exists. Then add the path to your executable in "
"the executable section. Your executable should be located in the ``bin/`` "
"subdirectory and should be named something like ``godot.linuxbsd.tools.64`` "
"(the name could be different depending on your platform and build options)."
"Under **Custom Build System** add a new build configuration with the "
"following settings:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:53
msgid "Build Directory"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:53
msgid "*blank*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55
msgid "Enable"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55
msgid "**True**"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:57
msgid "Executable"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:57
msgid "**scons**"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:59
msgid "Arguments"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:59
#, fuzzy
msgid ""
"See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments."
msgstr ""
"Lesen Sie zuerst das :doc:`ui_introduction_to_the_ui_system`, um zu "
"erfahren, wie das UI-System von Godot funktioniert."
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:66
msgid "Apply the changes and close the configuration window."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:69
#, fuzzy
msgid "Debugging the project"
msgstr "Vorbereitung des Projekts"
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:71
msgid "Select **Run > Configure Launches...** from the top menu."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:77
msgid "Click **Add** to create a new launch configuration."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:78
msgid ""
"Select **Executable** option and specify the path to your executable located "
"in the ``<Godot root directory>/bin`` folder. The name depends on your build "
"configuration, e.g. ``godot.x11.tools.64`` for 64-bit X11 platform with "
"``tools`` enabled."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:86
#, fuzzy
msgid ""
"If you run into any issues, ask for help in one of `Godot's community "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -22,7 +22,9 @@ msgid "Qt Creator"
msgstr "QT Creator"
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:6
msgid "Qt Creator is a free, open source IDE for all desktop platforms."
msgid ""
"`Qt Creator <https://doc.qt.io/qtcreator/index.html>`_ is a free, open "
"source IDE for all desktop platforms."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:9
@@ -30,143 +32,142 @@ msgid "Importing the project"
msgstr "Projekt importieren"
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:11
msgid "Choose **New Project > Import Project > Import Existing Project**."
msgid ""
"From the Qt Creator's main screen select **New Project > Import Project > "
"Import Existing Project**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:15
msgid "Set the path to your Godot root directory and enter the project name."
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:17
msgid "Under **Location** select the Godot root folder."
msgstr ""
"Setze den Pfad zu deinem Godot Stammverzeichnis und gib den Projektnamen ein."
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:19
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:23
#, fuzzy
msgid ""
"Here you can choose which folders and files will be visible to the project. "
"C/C++ files are added automatically. Potentially useful additions: ``*.py`` "
"for buildsystem files, ``*.java`` for Android platform development, ``*.mm`` "
"for macOS platform development. Click **Next**."
"Next, you can choose which folders and files will be visible to the project. "
"While C/C++ files are added automatically, other extensions can be "
"potentially useful: ``*.py`` for buildsystem files, ``*.java`` for Android "
"platform development, ``*.mm`` for macOS platform development."
msgstr ""
"Hier kannst du wählen welche Verzeichnisse und Dateien für das Projekt "
"sichtbar sind. C/C++ Dateien werden automatisch hinzugefügt. Potentiell "
"nützliche Ergänzungen: \\*.py für buildsystem Dateien, \\*.java für Android "
"Entwicklung, \\*.mm für macOS. Klicke \"Next\"."
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:26
msgid "Click **Finish**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:27
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:32
msgid ""
"Add a line containing ``.`` to ``project_name.includes`` to get working code "
"completion."
"You can change this configuration later by right-clicking on your project "
"and selecting the **Edit Files...** option."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:33
msgid "Build and run"
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:40
msgid "Finish the import."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:35
msgid "Build configuration:"
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:41
msgid ""
"Open the ``project_name.includes`` file and add a line containing ``.`` to "
"it to correctly enable the code completion."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:37
msgid "Click on **Projects** and open the **Build** tab."
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:48
msgid "From the left-side menu select **Projects** and open the **Build** tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:38
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:49
msgid "Delete the predefined ``make`` build step."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:42
msgid "Click **Add Build Step > Custom Process Step**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:46
msgid ""
"Type ``scons`` in the **Command** field. If it fails with ``Could not start "
"process \"scons\"``, it can mean that ``scons`` is not in your ``PATH`` "
"environment variable. In this case, you'll have to specify the full path to "
"the SCons binary."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:50
msgid ""
"Fill the **Arguments** field with your compilation options (e.g.: "
"``p=linuxbsd target=debug -j 4``)."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:55
msgid "Run configuration:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:57
msgid "Open the **Run** tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:58
msgid ""
"Point the **Executable** to your compiled Godot binary (e.g: ``%{buildDir}/"
"bin/godot.linuxbsd.opt.tools.64``)."
"Click **Add Build Step > Custom Process Step** to add a new build step with "
"the following settings:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:60
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:59
msgid "Command"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:59
msgid "**scons**"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:61
msgid "Arguments"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:61
#, fuzzy
msgid ""
"If you want to run a specific project, point **Working directory** to the "
"project folder."
"See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments."
msgstr ""
"Lesen Sie zuerst das :doc:`ui_introduction_to_the_ui_system`, um zu "
"erfahren, wie das UI-System von Godot funktioniert."
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:68
msgid ""
"If the build fails with ``Could not start process \"scons\"``, it can mean "
"that ``scons`` is not in your ``PATH`` environment variable. In this case, "
"you'll have to specify the full path to the SCons binary."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:62
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:73
#, fuzzy
msgid "Debugging the project"
msgstr "Vorbereitung des Projekts"
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:75
msgid "From the left-side menu select **Projects** and open the **Run** tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:76
msgid ""
"Under **Executable** specify the path to your executable located in the "
"``<Godot root directory>/bin`` folder. The name depends on your build "
"configuration, e.g. ``godot.x11.tools.64`` for 64-bit X11 platform with "
"``tools`` enabled. You can use ``%{buildDir}`` to reference the project "
"root, e.g: ``%{buildDir}/bin/godot.x11.opt.tools.64``."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:80
msgid ""
"If you want to run a specific project, specify its root folder under "
"**Working directory**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:81
msgid ""
"If you want to run the editor, add ``-e`` to the **Command line arguments** "
"field."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:68
msgid "Updating sources after pulling latest commits"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:70
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:87
msgid ""
"As a developer, you usually want to frequently pull the latest commits from "
"the upstream Git repository or a specific fork. However, this brings a "
"problem with it: as the development continues, source files (and folders) "
"are added or removed. These changes need to be reflected in your project "
"files for Qt Creator too, so you continue to have a nice programming "
"experience. A simple way to check is to right click at your root folder in "
"the **Projects View** and click on **Edit files...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:80
msgid ""
"Now a new dialog should appear that is similar in functionality to the one "
"in the third step of the *Importing the project* section above. Here, you "
"can check whether you want to add/remove specific files and/or folders. You "
"can choose by clicking with your mouse or just simply by clicking the "
"**Apply Filter** button. Click on **OK** and you're ready to continue "
"working."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:89
msgid "Code style configuration"
"To learn more about command line arguments, refer to the :ref:`command line "
"tutorial <doc_command_line_tutorial>`."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:91
msgid "Code style configuration"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:93
msgid ""
"Developers must follow the project's :ref:`code style "
"<doc_code_style_guidelines>` and the IDE should help them follow it. By "
"default, Qt Creator does use spaces for indentation which doesn't match the "
"default, Qt Creator uses spaces for indentation which doesn't match the "
"Godot code style guidelines. You can change this behavior by changing the "
"**Code Style** in **Options > C++**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:98
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:102
msgid ""
"Click on **Edit** to change the current settings, then click on **Copy Built-"
"in Code Style** button to set a new code style. Set a name for it (e.g. "
"Godot) and change the Tab policy to be **Tabs Only**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:104
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:110
#, fuzzy
msgid ""
"If you run into any issues, ask for help in one of `Godot's community "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -24,86 +24,84 @@ msgstr "VisualScript"
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:6
msgid ""
"Visual Studio Community is a Windows-only IDE that's free for non-commercial "
"use. It has many useful features, such as memory view, performance view, "
"source control and more. You can get it `from Microsoft <https://"
"visualstudio.microsoft.com/downloads/>`__."
"`Visual Studio Community <https://visualstudio.microsoft.com>`__ is a "
"Windows-only IDE by `Microsoft <https://microsoft.com>`_ that's free for non-"
"commercial use. It has many useful features, such as memory view, "
"performance view, source control and more."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:12
msgid "Setup"
msgstr ""
msgid "Importing the project"
msgstr "Projekt importieren"
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:14
msgid "To start developing with Visual Studio, follow these steps:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:16
msgid "Open the Visual Studio Installer and install the C++ package:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:20
msgid ""
"Open a Command Prompt or PowerShell window, use ``cd`` to reach the Godot "
"source directory and run ``scons platform=windows vsproj=yes``."
"Visual Studio requires a solution file to work on a project. While Godot "
"does not come with the solution file, it can be generated using SCons."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:17
msgid ""
"Navigate to the Godot root folder and open a Command Prompt or PowerShell "
"window."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:18
msgid "Run ``scons platform=windows vsproj=yes`` to generate the solution."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:19
msgid ""
"You can now open the project by double-clicking on the ``godot.sln`` in the "
"project root or by using the **Open a project or solution** option inside of "
"the Visual Studio."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:21
msgid "Use the **Build** top menu to build the project."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:23
msgid ""
"Now open the Godot folder by clicking **Open a project or solution** and "
"choose ``godot.sln``. - You can also double-click the ``godot.sln`` file in "
"Explorer."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:27
msgid "You can now start developing with Visual Studio."
"Visual Studio must be configured with the C++ package. It can be selected in "
"the intaller:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:30
msgid "Debugging"
msgstr ""
#, fuzzy
msgid "Debugging the project"
msgstr "Vorbereitung des Projekts"
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:32
msgid ""
"Visual Studio features a powerful debugger. This allows the user to examine "
"Godot's source code, stop at specific points in the code, make changes, and "
"view them on the run."
"Godot's source code, stop at specific points in the code, inspect the "
"current execution context, and make live changes to the codebase."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:35
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:36
msgid ""
"Debugging the Godot Engine inside the editor will require an extra setup "
"step."
"You can launch the project with the debugger attached using the **Debug > "
"Start Debugging** option from the top menu. However, unless you want to "
"debug the project manager specifically, you'd need to configure debugging "
"options first. This is due to the fact that when the Godot project manager "
"opens a project, the initial process is terminated and the debugger gets "
"detached."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:37
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:41
msgid ""
"Because opening Godot opens the Project Manager at first instead of the "
"project you're working on, the debugger will detach as soon as you open a "
"project. This means that the debugger will stop, even though Godot is still "
"running in another process."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:42
msgid ""
"To overcome this, you need to edit the debugging command line arguments in "
"VS. In your project, click **Project > Project Properties**:"
"To configure the launch options to use with the debugger use **Project > "
"Properties** from the top menu:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:47
msgid "Then add this to the command arguments:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:51
msgid ""
"The ``-e`` flag is for entering the editor directly (which skips the Project "
"Manager)."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:52
msgid ""
"The ``--path`` argument should be an *absolute* path to a project directory "
"(not a `project.godot` file)."
"Open the **Debugging** section and under **Command Arguments** add two new "
"arguments: the ``-e`` flag opens the editor instead of the project manager, "
"and the ``--path`` argument tells the executable to open the specified "
"project (must be provided as an *absolute* path to the project root, not the "
"``project.godot`` file)."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:55
@@ -114,11 +112,17 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:58
msgid ""
"To check that everything is working, put a breakpoint in ``main.cpp`` and "
"press F5 to start debugging."
"Even if you start the project without a debugger attached it can still be "
"connected to the running process using **Debug > Attach to Process...** menu."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:63
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:61
msgid ""
"To check that everything is working, put a breakpoint in ``main.cpp`` and "
"press :kbd:`F5` to start debugging."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:67
#, fuzzy
msgid ""
"If you run into any issues, ask for help in one of `Godot's community "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -23,81 +23,100 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:6
msgid ""
"Visual Studio Code is a free cross-platform IDE (not to be confused with :"
"ref:`doc_configuring_an_ide_vs`). You can get it `from Microsoft <https://"
"code.visualstudio.com/>`__."
"`Visual Studio Code <https://code.visualstudio.com>`_ is a free cross-"
"platform IDE by `Microsoft <https://microsoft.com>`_ (not to be confused "
"with :ref:`doc_configuring_an_ide_vs`)."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:11
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:10
msgid "Importing the project"
msgstr "Projekt importieren"
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:12
msgid ""
"Make sure the C/C++ extension is installed. You can find instructions in the "
"`documentation <https://code.visualstudio.com/docs/languages/cpp>`_."
"`official documentation <https://code.visualstudio.com/docs/languages/cpp>`_."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:13
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:14
msgid ""
"Open the cloned Godot folder in Visual Studio Code with **File > Open "
"Folder...**."
"From the Visual Studio Code's main screen open the Godot root folder with "
"**File > Open Folder...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:16
msgid ""
"In order to build the project, you need two configuration files: ``launch."
"json`` and ``tasks.json``. To create them:"
"Press :kbd:`Ctrl + Shift + P` to open the command prompt window and enter "
"*Configure Task*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:19
msgid ""
"Open the **Debug** view by pressing :kbd:`Ctrl + Shift + D` and select the "
"cogwheel with an orange dot:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:24
msgid ""
"Select **C++ (GDB/LLDB)** (it might be named differently on macOS or "
"Windows)."
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:21
msgid "Select the **Create tasks.json file from template** option."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:26
msgid "Update ``launch.json`` to match:"
msgid "Then select **Others**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:30
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:31
msgid ""
"If you're following this guide on macOS or Windows, you will have to adjust "
"``godot.linuxbsd.tools.64`` accordingly."
"Within the ``tasks.json`` file find the ``\"tasks\"`` array and add a new "
"section to it:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:33
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:52
msgid "An example of a filled out ``tasks.json``."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:54
msgid ""
"Create a ``tasks.json`` file by starting the Debug process with :kbd:`F5`. "
"Visual Studio Code will show a dialog with a **Configure Task** button. "
"Choose it and select **Create tasks.json file from template**, then select "
"**Others**."
"Arguments are can be different based on your own setup and needs. See :ref:"
"`doc_introduction_to_the_buildsystem` for a full list of arguments."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:37
msgid "Update ``tasks.json`` to match:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:58
#, fuzzy
msgid "Debugging the project"
msgstr "Vorbereitung des Projekts"
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:41
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:60
msgid ""
"If you're following this guide on macOS or Windows, you will have to adjust "
"``platform=linuxbsd`` accordingly."
"To run and debug the project you need to create a new configuration in the "
"``launch.json`` file."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:44
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:62
msgid "Press :kbd:`Ctrl + Shift + D` to open the Run panel."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:63
msgid ""
"You can now start the Debug process again to test that everything works."
"If ``launch.json`` file is missing you will be prompted to create a new one."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:45
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:68
msgid ""
"If the build phase fails, check the console for hints. On Linux, it's most "
"likely due to missing dependencies. Check :ref:`doc_compiling_for_linuxbsd`."
"Select **C++ (GDB/LLDB)**. There may be another platform specific option "
"here. If selected, adjust the configuration example provided accordingly."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:48
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:70
msgid ""
"Within the ``launch.json`` file find the ``\"configurations\"`` array and "
"add a new section to it:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:100
msgid "An example of a filled out ``launch.json``."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:102
msgid ""
"The name under ``program`` depends on your build configuration, e.g. ``godot."
"x11.tools.64`` for 64-bit X11 platform with ``tools`` enabled."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:105
#, fuzzy
msgid ""
"If you run into any issues, ask for help in one of `Godot's community "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -23,193 +23,185 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:6
msgid ""
"Xcode is a free macOS-only IDE. You can download it from the Mac App Store."
"`Xcode <https://developer.apple.com/xcode>`_ is a free macOS-only IDE. You "
"can download it from the Mac App Store."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:9
msgid "Project setup"
msgstr "Projektkonfiguration"
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:10
msgid "Importing the project"
msgstr "Projekt importieren"
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:11
msgid "Create an Xcode external build project anywhere."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:15
msgid "Go to the build target's **Info** tab, then:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:17
msgid "Set **Build Tool** to the full path to SCons."
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:12
msgid ""
"From Xcode's main screen create a new project using the **Other > External "
"Build System** template."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:18
msgid ""
"Set **Arguments** to something like ``platform=osx tools=yes bits=64 "
"target=debug``."
"Open your build targets from the **Targets** section and select the **Info** "
"tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:20
msgid "Set **Directory** to the path to Godot's source folder."
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:19
#, fuzzy
msgid "Fill out the form with the following settings:"
msgstr "Es wird die folgende Bewegung produzieren:"
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:22
msgid "Build Tool"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:21
msgid "You may uncheck **Pass build settings in environment**."
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:22
msgid "A full path to the **scons** executable, e.g. **/usr/local/bin/scons**"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:25
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:24
msgid "Arguments"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:24
#, fuzzy
msgid ""
"Add a Command Line Tool target which will be used for indexing the project:"
"See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments."
msgstr ""
"Lesen Sie zuerst das :doc:`ui_introduction_to_the_ui_system`, um zu "
"erfahren, wie das UI-System von Godot funktioniert."
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:26
#, fuzzy
msgid "Directory"
msgstr "Vektor"
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:26
msgid "A full path to the Godot root folder"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:27
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:33
msgid ""
"In Xcode's menu, choose **File > New > Target...** and add a new Xcode "
"command line tool target."
"Add a Command Line Tool target which will be used for indexing the project "
"by choosing **File > New > Target...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:34
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:40
msgid "Select **OS X > Application > Command Line Tool**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:46
msgid ""
"Name it something so you know not to compile with this target (e.g. "
"``GodotXcodeIndex``)."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:35
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:48
msgid ""
"Goto the newly created target's **Build Settings** tab and look for **Header "
"Search Paths**."
"For this target open the **Build Settings** tab and look for **Header Search "
"Paths**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:36
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:49
msgid ""
"Set **Header Search Paths** to the absolute path to Godot's source folder."
"Set **Header Search Paths** to the absolute path to the Godot root folder. "
"You need to include subdirectories as well. To achieve that, add two two "
"asterisks (``**``) to the end of the path, e.g. ``/Users/me/repos/godot-"
"source/**``."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:37
msgid ""
"Make it recursive by adding two asterisks (``**``) to the end of the path, e."
"g. ``/Users/me/repos/godot-source/**``."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:40
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:53
#, fuzzy
msgid "Add the Godot source to the project:"
msgstr "Füge diesen Code zur Funktion hinzu:"
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:42
#, fuzzy
msgid "Drag and drop Godot source into the project file browser."
msgid ""
"Add the Godot source to the project by dragging and dropping it into the "
"project file browser."
msgstr "Benutze Drag and Drop, um das Skript in das Szenenpanel zu bringen."
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:43
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:54
msgid "Uncheck **Create external build system project**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:47
msgid "Click **Next**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:48
msgid "Select **Create groups**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:52
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:60
msgid ""
"Check *only* your command line indexing target in the **Add to targets** "
"section."
"Next select **Create groups** for the **Added folders** option and check "
"*only* your command line indexing target in the **Add to targets** section."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:54
msgid ""
"Click finish. Xcode will now index the files. This may take a few minutes."
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:67
msgid "Xcode will now index the files. This may take a few minutes."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:55
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:68
msgid ""
"Once Xcode is done indexing, you should have jump-to-definition, "
"autocompletion, and full syntax highlighting."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:59
msgid "Scheme setup"
msgstr "Schema-Setup"
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:72
#, fuzzy
msgid "Debugging the project"
msgstr "Vorbereitung des Projekts"
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:61
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:74
msgid ""
"To enable debugging support, edit the external build target's build scheme:"
"To enable debugging support you need to edit the external build target's "
"build and run schemes."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:63
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:76
msgid "Open the scheme editor of the external build target."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:64
msgid "Expand the **Build** menu."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:65
msgid "Goto **Post Actions**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:66
msgid ""
"Add a new script run action, select your project in **Provide build settings "
"from** as this allows you to use the``${PROJECT_DIR}`` variable."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:71
msgid ""
"Write a script that gives the binary a name that Xcode will recognize, such "
"as: ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/godot/"
"bin/godot``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:73
msgid "Build the external build target."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:75
msgid "Edit the external build target's Run scheme:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:77
msgid "Open the scheme editor again."
msgid "Locate the **Build > Post Actions** section."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:78
msgid "Click **Run**."
msgid "Add a new script run action"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:82
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:79
msgid ""
"Under **Provide build settings from** select your project. This allows to "
"reference the project directory within the script."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:81
msgid ""
"Create a script that will give the binary a name that Xcode can recognize, e."
"g.:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:91
msgid "Build the external build target."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:93
msgid "Open the scheme editor again and select **Run**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:99
msgid ""
"Set the **Executable** to the file you linked in your post-build action "
"script."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:83
msgid "Check **Debug executable** if it isn't checked already."
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:100
msgid "Check **Debug executable**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:84
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:101
msgid ""
"You can go to **Arguments** tab and specify the full path to a ``project."
"godot`` file to debug the editor instead of the project manager. "
"Alternatively, use ``--path`` to point to a project *folder* which will be "
"run directly (instead of opening the editor)."
"You can add two arguments on the **Arguments** tab: the ``-e`` flag opens "
"the editor instead of the project manager, and the ``--path`` argument tells "
"the executable to open the specified project (must be provided as an "
"*absolute* path to the project root, not the ``project.godot`` file)."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:89
msgid "Test the Run scheme:"
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:106
msgid ""
"To check that everything is working, put a breakpoint in ``platform/osx/"
"godot_main_osx.mm`` and run the project."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:91
msgid "Set a breakpoint in ``platform/osx/godot_main_osx.mm``."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:92
msgid "If all goes well, it should break at the specified breakpoint."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:94
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:109
#, fuzzy
msgid ""
"If you run into any issues, ask for help in one of `Godot's community "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -210,22 +210,87 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261
msgid "Improving the build system for development"
msgid "Compiling a module externally"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:263
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:268
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:275
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:281
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:289
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:297
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:302
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:309
msgid ""
":ref:`Introduction to the buildsystem - Custom modules build option "
"<doc_buildsystem_custom_modules>`."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312
msgid "Improving the build system for development"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:314
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:266
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:317
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:269
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:320
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 "
@@ -233,27 +298,27 @@ msgid ""
"a long and costly part."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:274
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:325
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:307
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:358
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`` environ variable:"
"it during runtime with the ``LD_LIBRARY_PATH`` environment variable:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:317
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:368
msgid ""
"**note**: Pay attention you have to ``export`` the environ variable "
"otherwise you won't be able to play your project from within the editor."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:320
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:371
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 "
@@ -261,23 +326,23 @@ msgid ""
"using the `ARGUMENT` command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:352
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:403
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:355
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:406
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:363
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:414
msgid "Writing custom documentation"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:365
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:416
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 "
@@ -286,22 +351,22 @@ msgid ""
"someone else, so be kind to your future self!"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:371
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422
msgid "There are several steps in order to setup custom docs for the module:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:424
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:376
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:427
msgid "Now, we need to edit ``config.py``, add the following snippet:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:388
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:439
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/"
@@ -309,7 +374,7 @@ msgid ""
"your module will fall back to the main ``doc/classes`` directory."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:394
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445
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 "
@@ -317,65 +382,65 @@ msgid ""
"classes`` directory."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:401
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:452
msgid ""
"You can use git to check if you have missed some of your classes by checking "
"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:406
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:457
#, fuzzy
msgid "Example output::"
msgstr "Beispielprojekt"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:418
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:469
#, fuzzy
msgid "Now we can generate the documentation:"
msgstr "Über die Dokumentation"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:471
msgid ""
"We can do this via running Godot's doctool i.e. ``godot --doctool <path>``, "
"which will dump the engine API reference to the given ``<path>`` in XML "
"format."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:423
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:474
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:426
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477
msgid "Run command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483
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:436
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487
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:438
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489
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:441
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:492
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:444
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495
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 "
@@ -383,95 +448,95 @@ msgid ""
"from an older engine build on top of the newer ones."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:449
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:500
msgid ""
"Note that if you don't have write access rights to your supplied ``<path>``, "
"you might encounter an error similar to the following:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:512
#, fuzzy
msgid "Adding custom editor icons"
msgstr "Füge Kontrollpunkte hinzu"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:514
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:466
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:517
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:469
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520
msgid "Once you've created your icon(s), proceed with the following steps:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:471
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:522
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:474
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:525
msgid ""
"Move your newly created ``svg`` icons (optimized or not) into that folder."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:476
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:527
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:479
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530
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:488
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:539
msgid "Summing up"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541
msgid "Remember to:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:492
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543
msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:544
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:496
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547
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:499
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550
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:502
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553
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:505
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556
msgid ""
"By this same logic, you can extend the Editor and almost any area of the "
"engine."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -87,8 +87,8 @@ msgstr "Windows (und UWP)"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:53
msgid ""
"JetBrains Rider comes with bundled MSBuild, so you just need a recent .NET "
"Framework Developer Pack. Make sure to set the following preferences:"
"JetBrains Rider comes with bundled MSBuild, so nothing extra is required. "
"Make sure to set the following preferences:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:56
@@ -109,9 +109,7 @@ msgid "In Rider:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:63
msgid ""
"``TargetFrameworkVersion`` in ``csproj`` should match the installed .NET "
"Framework Developer Pack."
msgid "Set ``MSBuild version`` to either bundled with Rider or .NET Core."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -119,7 +119,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:327
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:347
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:373
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:695
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:697
msgid "**Good**:"
msgstr "**Gut**:"
@@ -133,7 +133,7 @@ msgstr "**Gut**:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:334
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:354
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:383
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:703
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:705
msgid "**Bad**:"
msgstr "**Schlecht**:"
@@ -492,7 +492,7 @@ msgid ""
"variables, in that order."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:613
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:615
msgid ""
"The GDScript compiler evaluates onready variables right before the "
"``_ready`` callback. You can use that to cache node dependencies, that is to "
@@ -500,94 +500,94 @@ msgid ""
"the example above shows."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:619
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:621
#, fuzzy
msgid "Member variables"
msgstr "Umgebungsvariablen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:621
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:623
msgid ""
"Don't declare member variables if they are only used locally in a method, as "
"it makes the code more difficult to follow. Instead, declare them as local "
"variables in the method's body."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:626
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:628
#, fuzzy
msgid "Local variables"
msgstr "Lokale Koordinaten"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:628
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:630
msgid ""
"Declare local variables as close as possible to their first use. This makes "
"it easier to follow the code, without having to scroll too much to find "
"where the variable was declared."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:633
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:635
#, fuzzy
msgid "Methods and static functions"
msgstr "Statische Funktionen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:635
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:637
msgid "After the class's properties come the methods."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:637
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:639
msgid ""
"Start with the ``_init()`` callback method, that the engine will call upon "
"creating the object in memory. Follow with the ``_ready()`` callback, that "
"Godot calls when it adds a node to the scene tree."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:641
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:643
msgid ""
"These function should come first because they show how the object is "
"initialized."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:644
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:646
msgid ""
"Other built-in virtual callbacks, like ``_unhandled_input()`` and "
"``_physics_process``, should come next. These control the object's main loop "
"and interactions with the game engine."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:648
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:650
msgid ""
"The rest of the class's interface, public and private methods, come after "
"that, in that order."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:685
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:687
#, fuzzy
msgid "Static typing"
msgstr "Statische Funktionen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:687
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:689
msgid ""
"Since Godot 3.1, GDScript supports :ref:`optional static "
"typing<doc_gdscript_static_typing>`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:690
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:692
#, fuzzy
msgid "Type hints"
msgstr "Typen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:692
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:694
msgid ""
"Place the colon right after the variable's name, without a space, and let "
"the GDScript compiler infer the variable's type when possible."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:711
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:713
msgid ""
"When you let the compiler infer the type hint, write the colon and equal "
"signs together: ``:=``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:717
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:719
msgid ""
"Add a space on either sides of the return type arrow when defining functions."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -318,9 +318,9 @@ msgstr "Android SDK: https://developer.android.com/studio/"
#: ../../docs/getting_started/step_by_step/exporting.rst:322
msgid ""
"Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index.html"
"Open JDK(version 8 is required, more recent versions won't work): https://"
"adoptopenjdk.net/index.html"
msgstr ""
"Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index.html"
#: ../../docs/getting_started/step_by_step/exporting.rst:324
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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