Merge Sphinx translations with Weblate translations

This commit is contained in:
Rémi Verschelde
2021-07-13 14:29:07 +02:00
parent 7ea90a966b
commit 9512c5a2bd
4676 changed files with 66932 additions and 45296 deletions

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -267,11 +267,12 @@ msgstr ""
"GDScript <doc_gdscript>` ."
#: ../../docs/about/faq.rst:102
#, fuzzy
msgid ""
"There are several reasons to use GDScript--especially when you are "
"prototyping, in alpha/beta stages of your project, or are not creating the "
"next AAA title--but the most salient reason is the overall **reduction of "
"complexity.**"
"complexity**."
msgstr ""
"Existuje několik důvodů, proč používat GDScript - zejména když "
"prototypujete, ve fázích alfa / beta vašeho projektu nebo nevytváříte další "
@@ -877,19 +878,18 @@ msgstr ""
"nebo příkladů projektů (pokud jsou k dispozici)."
#: ../../docs/about/faq.rst:361
#, fuzzy
msgid "Is it possible to use Godot to create non-game applications?"
msgstr "Je možné Godot použít jako knihovnu?"
msgstr "Je možné použít Godot k vytváření jiných než herních aplikací?"
#: ../../docs/about/faq.rst:363
#, fuzzy
msgid ""
"Yes! Godot features an extensive built-in UI system, and its small "
"distribution size can make it a suitable alternative to frameworks like "
"Electron or Qt."
msgstr ""
"Malá velikost distribuce Godot z něj činí vhodnou alternativu k frameworkům "
"jako Electron nebo Qt."
"Ano! Godot má rozsáhlý vestavěný systém uživatelského rozhraní a díky své "
"malé distribuční velikosti může být vhodnou alternativou k frameworkům jako "
"Electron nebo Qt."
#: ../../docs/about/faq.rst:366
msgid ""
@@ -971,7 +971,8 @@ msgid ""
msgstr ""
#: ../../docs/about/faq.rst:413
msgid "Why does Godot not use STL (Standard Template Library)"
#, fuzzy
msgid "Why does Godot not use STL (Standard Template Library)?"
msgstr "Proč Godot nepoužívá STL (Standard Template Library)"
#: ../../docs/about/faq.rst:415

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -676,9 +676,8 @@ msgid "Multi-sample antialiasing (MSAA)."
msgstr "Vícenásobné vyhlazování (MSAA)."
#: ../../docs/about/list_of_features.rst:245
#, fuzzy
msgid "Fast approximate antialiasing (FXAA)."
msgstr "Vícenásobné vyhlazování (MSAA)."
msgstr "Rychlé přibližné vyhlazování (FXAA)."
#: ../../docs/about/list_of_features.rst:247
msgid ""
@@ -741,9 +740,8 @@ msgid "Ragdolls."
msgstr "Ragdoll."
#: ../../docs/about/list_of_features.rst:279
#, fuzzy
msgid "Built-in shapes: cuboid, sphere, capsule, cylinder."
msgstr "Vestavěné tvary: kvádr, koule, kapsle, válec (pouze s fyzikou Bullet)."
msgstr "Vestavěné tvary: kvádr, koule, kapsle, válec."
#: ../../docs/about/list_of_features.rst:280
msgid "Generate triangle collision shapes for any mesh from the editor."
@@ -843,7 +841,8 @@ msgstr ""
"akcí nebo k využití více jader procesorů."
#: ../../docs/about/list_of_features.rst:312
msgid ":ref:`C#: <toc-learn-scripting-gdscript>`"
#, fuzzy
msgid ":ref:`C#: <toc-learn-scripting-C#>`"
msgstr ":ref:`C #: <toc-learn-scripting-gdscript>`"
#: ../../docs/about/list_of_features.rst:314

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -161,9 +161,8 @@ msgid "|unstable| *Current focus of development (unstable).*"
msgstr "|unstable| *Aktuální zaměření vývoje (nestabilní).*"
#: ../../docs/about/release_policy.rst:88
#, fuzzy
msgid "Godot 3.4"
msgstr "Godot 3.3"
msgstr "Godot 3.4"
#: ../../docs/about/release_policy.rst:88
msgid "Q2 or Q3 2021"
@@ -180,9 +179,8 @@ msgid "Godot 3.3"
msgstr "Godot 3.3"
#: ../../docs/about/release_policy.rst:91
#, fuzzy
msgid "April 2021"
msgstr "březen/duben 2021"
msgstr "Duben 2021"
#: ../../docs/about/release_policy.rst:91
msgid ""
@@ -199,11 +197,12 @@ msgid "January 2020"
msgstr "Leden 2020"
#: ../../docs/about/release_policy.rst:94
#, fuzzy
msgid ""
"|eol| No longer supported as fully superseded by the compatible 3.3 release "
"(last update: 3.2.3)."
msgstr "|eol| Již není podporována (poslední update: 3.0.6)."
msgstr ""
"|eol| Již není podporována, protože byla plně nahrazena kompatibilní verzí "
"3.3 (poslední aktualizace: 3.2.3)."
#: ../../docs/about/release_policy.rst:97
msgid "Godot 3.1"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -116,10 +116,23 @@ msgstr ""
"Potom můžete periferní zařízení znovu připojit."
#: ../../docs/about/troubleshooting.rst:47
msgid ""
"Editor tooltips in the Inspector and Node docks blink when they're displayed."
msgstr ""
#: ../../docs/about/troubleshooting.rst:49
msgid ""
"This is a `known issue <https://github.com/godotengine/godot/"
"issues/32990>`__ caused by the third-party Stardock Fences application on "
"Windows. The only known workaround is to disable Stardock Fences while using "
"Godot."
msgstr ""
#: ../../docs/about/troubleshooting.rst:54
msgid "The Godot editor appears frozen after clicking the system console."
msgstr "Po kliknutí na konzolu systému se editor Godot zamrzne."
#: ../../docs/about/troubleshooting.rst:49
#: ../../docs/about/troubleshooting.rst:56
msgid ""
"When running Godot on Windows with the system console enabled, you can "
"accidentally enable *selection mode* by clicking inside the command window. "
@@ -133,7 +146,7 @@ msgstr ""
"uvnitř konzoly systému. Godot nemůže potlačit toto specifické chování "
"systému."
#: ../../docs/about/troubleshooting.rst:54
#: ../../docs/about/troubleshooting.rst:61
msgid ""
"To solve this, select the system console window and press Enter to leave "
"selection mode."
@@ -141,35 +154,35 @@ msgstr ""
"Chcete-li to vyřešit, vyberte okno konzoly systému a stiskněte klávesu Enter "
"pro opuštění režimu výběru."
#: ../../docs/about/troubleshooting.rst:58
#: ../../docs/about/troubleshooting.rst:65
msgid ""
"Some text such as \"NO DC\" appears in the top-left corner of the project "
"manager and editor window."
msgstr ""
#: ../../docs/about/troubleshooting.rst:60
#: ../../docs/about/troubleshooting.rst:67
msgid ""
"This is caused by the NVIDIA graphics driver injecting an overlay to display "
"information."
msgstr ""
#: ../../docs/about/troubleshooting.rst:62
#: ../../docs/about/troubleshooting.rst:69
msgid ""
"To disable this overlay on Windows, restore your graphics driver settings to "
"the default values in the NVIDIA Control Panel."
msgstr ""
#: ../../docs/about/troubleshooting.rst:65
#: ../../docs/about/troubleshooting.rst:72
msgid ""
"To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen "
"0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**."
msgstr ""
#: ../../docs/about/troubleshooting.rst:69
#: ../../docs/about/troubleshooting.rst:76
msgid "The project window appears blurry, unlike the editor."
msgstr "Na rozdíl od editoru se okno projektu jeví rozmazané."
#: ../../docs/about/troubleshooting.rst:71
#: ../../docs/about/troubleshooting.rst:78
msgid ""
"Unlike the editor, the project isn't marked as DPI-aware by default. This is "
"done to improve performance, especially on integrated graphics, where "
@@ -179,7 +192,7 @@ msgstr ""
"se provádí za účelem zlepšení výkonu, zejména u integrované grafiky, kde je "
"vykreslování 3D scén v hiDPI pomalé."
#: ../../docs/about/troubleshooting.rst:75
#: ../../docs/about/troubleshooting.rst:82
msgid ""
"To resolve this, open **Project > Project Settings** and enable **Display > "
"Window > Dpi > Allow Hidpi**. On top of that, make sure your project is "
@@ -190,11 +203,11 @@ msgstr ""
"projekt nakonfigurován tak, aby podporoval :ref:`multiple resolutions "
"<doc_multiple_resolutions>`."
#: ../../docs/about/troubleshooting.rst:80
#: ../../docs/about/troubleshooting.rst:87
msgid "The project window doesn't appear centered when I run the project."
msgstr "Když spustím projekt, okno projektu se neobjeví na středu."
#: ../../docs/about/troubleshooting.rst:82
#: ../../docs/about/troubleshooting.rst:89
msgid ""
"This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. "
"To resolve this, open **Project > Project Settings** and enable **Display > "
@@ -207,7 +220,7 @@ msgstr ""
"projekt nakonfigurován tak, aby podporoval :ref:`multiple resolutions "
"<doc_multiple_resolutions>`."
#: ../../docs/about/troubleshooting.rst:88
#: ../../docs/about/troubleshooting.rst:95
msgid ""
"The project works when run from the editor, but fails to load some files "
"when running from an exported copy."
@@ -215,7 +228,7 @@ msgstr ""
"Projekt funguje při spuštění z editoru, ale při spuštění z exportované kopie "
"se mu nepodaří načíst některé soubory."
#: ../../docs/about/troubleshooting.rst:90
#: ../../docs/about/troubleshooting.rst:97
msgid ""
"This is usually caused by forgetting to specify a filter for non-resource "
"files in the Export dialog. By default, Godot will only include actual "
@@ -232,7 +245,7 @@ msgstr ""
"souborů nepovažovaných za zdroje, zadat ``* .json``. Viz :ref:"
"`doc_exporting_projects_export_mode` pro více informací."
#: ../../docs/about/troubleshooting.rst:97
#: ../../docs/about/troubleshooting.rst:104
msgid ""
"On Windows, this can also be due to :ref:`case sensitivity "
"<doc_project_organization_case_sensitivity>` issues. If you reference a "

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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/channels.rst:37
msgid ""
"See the `User groups <https://godotengine.org/community/user-groups>` page "
"See the `User groups <https://godotengine.org/community/user-groups>`_ page "
"of the website for a list of local communities."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"

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@@ -0,0 +1,140 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-07-13 14:01+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"
"Language: cs\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/community/contributing/building_the_manual.rst:4
#, fuzzy
msgid "Building the manual with Sphinx"
msgstr "Sestavení runtime modulu Mono"
#: ../../docs/community/contributing/building_the_manual.rst:6
msgid ""
"This page explains how to build a local copy of the Godot manual using the "
"Sphinx docs engine. This allows you to have local HTML files and build the "
"documentation as a PDF, EPUB, or LaTeX file, for example."
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:10
msgid "To get started, you need to:"
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:12
#, fuzzy
msgid ""
"Clone the `godot-docs repository <https://github.com/godotengine/godot-docs/"
">`__."
msgstr ""
"Stáhněte si zdrojové kódy enginu Godot ze stránky `Godot GitHub <https://"
"github.com/godotengine/godot>`_."
#: ../../docs/community/contributing/building_the_manual.rst:13
msgid "Install `Sphinx <https://www.sphinx-doc.org/>`__"
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:14
msgid ""
"To build the docs as HTML files, install the `readthedocs.org theme <https://"
"github.com/snide/sphinx_rtd_theme>`__."
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:16
msgid ""
"Install the Sphinx extensions defined in the `godot-docs repository <https://"
"github.com/godotengine/godot-docs/>`__ ``requirements.txt`` file."
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:19
msgid ""
"We recommend using `pip <https://pip.pypa.io>`__, Pythons package manager "
"to install all these tools. It comes pre-installed with `Python <https://www."
"python.org/>`__. Ensure that you install and use Python 3. Here are the "
"commands to clone the repository and then install all requirements."
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:29
msgid ""
"On Linux distributions, you may need to write ``pip3`` instead of ``pip`` "
"because you generally have both Python 2 and 3 installed on your system. "
"Alternatively, you can explicitly ask Python 3 to execute its version of pip "
"as a module like so: ``python3 -m pip``."
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:34
msgid ""
"With the programs installed, you can build the HTML documentation from the "
"root folder of this repository with the following command:"
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:45
msgid "If you run into errors, you may try the following command:"
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:51
msgid ""
"Building the documentation requires at least 8 GB of RAM to run without disk "
"swapping, which slows it down. If you have at least 16 GB of RAM, you can "
"speed up compilation by running:"
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:63
msgid ""
"The compilation will take some time as the ``classes/`` folder contains "
"hundreds of files."
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:66
msgid ""
"You can then browse the documentation by opening ``_build/html/index.html`` "
"in your web browser."
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:69
msgid ""
"In case you of a ``MemoryError`` or ``EOFError``, you can remove the "
"``classes/`` folder and run ``make`` again. This will drop the class "
"references from the final HTML documentation but will keep the rest intact."
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:73
msgid ""
"If you delete the ``classes/`` folder, do not use ``git add .`` when working "
"on a pull request or the whole ``classes/`` folder will be removed when you "
"commit. See `#3157 <https://github.com/godotengine/godot-docs/"
"issues/3157>`__ for more detail."
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:79
msgid ""
"Alternatively, you can build the documentation by running the sphinx-build "
"program manually:"
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:87
msgid "Building with Sphinx and virtualenv"
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:89
msgid ""
"If you want your Sphinx installation scoped to the project, you can install "
"sphinx-build using virtualenv. To do so, run this command from this "
"repository's root folder:"
msgstr ""
#: ../../docs/community/contributing/building_the_manual.rst:99
msgid "Then, run ``make html`` as shown above."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -120,129 +120,123 @@ msgstr ""
#: ../../docs/community/tutorials.rst:31
msgid ""
"`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ "
"(2D and 3D, GDScript, VisualScript and C#)."
msgstr ""
#: ../../docs/community/tutorials.rst:32
msgid ""
"`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/"
"playlists>`__ (2D and 3D, GDScript and VisualScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:33
#: ../../docs/community/tutorials.rst:32
msgid ""
"`Mister Taft Creates <https://www.youtube.com/playlist?"
"list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:34
#: ../../docs/community/tutorials.rst:33
msgid ""
"`Miziziziz <https://www.youtube.com/playlist?"
"list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D and 3D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:35
#: ../../docs/community/tutorials.rst:34
msgid ""
"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?"
"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)."
msgstr ""
#: ../../docs/community/tutorials.rst:36
#: ../../docs/community/tutorials.rst:35
msgid ""
"`Pigdev <https://www.youtube.com/playlist?"
"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:37
#: ../../docs/community/tutorials.rst:36
msgid ""
"`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, "
"GDScript and VisualScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:38
#: ../../docs/community/tutorials.rst:37
msgid ""
"`TheBuffED <https://www.youtube.com/watch?"
"v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:39
#: ../../docs/community/tutorials.rst:38
msgid ""
"`Code with Tom <https://www.youtube.com/playlist?"
"list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:40
#: ../../docs/community/tutorials.rst:39
msgid ""
"`BornCG <https://www.youtube.com/playlist?"
"list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D and 3D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:41
#: ../../docs/community/tutorials.rst:40
msgid ""
"`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and "
"3D, GDScript, Shaders)."
msgstr ""
#: ../../docs/community/tutorials.rst:42
#: ../../docs/community/tutorials.rst:41
msgid ""
"`TheGuideKnight <https://www.youtube.com/playlist?"
"list=PLYcTJBw32KtX2fvOdtO_fS3Nd6sxM71tn>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:43
#: ../../docs/community/tutorials.rst:42
msgid ""
"`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ "
"(GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:44
#: ../../docs/community/tutorials.rst:43
msgid "`Garbaj <https://www.youtube.com/c/Garbaj/>`_ (3D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:47
#: ../../docs/community/tutorials.rst:46
msgid "Text tutorials"
msgstr "Textové tutoriály"
#: ../../docs/community/tutorials.rst:49
#: ../../docs/community/tutorials.rst:48
msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:50
#: ../../docs/community/tutorials.rst:49
msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:51
#: ../../docs/community/tutorials.rst:50
msgid "`Steincodes <https://steincodes.tumblr.com>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:54
#: ../../docs/community/tutorials.rst:53
msgid "Devlogs"
msgstr ""
#: ../../docs/community/tutorials.rst:56
#: ../../docs/community/tutorials.rst:55
msgid ""
"`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/"
"UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:57
#: ../../docs/community/tutorials.rst:56
msgid ""
"`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-"
"vJC011lYw/videos>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:60
#: ../../docs/community/tutorials.rst:59
msgid "Resources"
msgstr "Zdroje"
#: ../../docs/community/tutorials.rst:62
#: ../../docs/community/tutorials.rst:61
msgid ""
"`awesome-godot: A curated list of free/libre plugins, scripts and add-ons "
"<https://github.com/godotengine/awesome-godot>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:63
#: ../../docs/community/tutorials.rst:62
msgid ""
"`Zeef Godot Engine: A curated directory of resources by Andre Schmitz "
"<https://godot-engine.zeef.com/andre.antonio.schmitz>`_"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -129,9 +129,8 @@ msgid ""
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:88
#, fuzzy
msgid "Building the Editor"
msgstr "Vestavěný editor motivů."
msgstr "Vestavěný editor motivů"
#: ../../docs/development/compiling/compiling_for_web.rst:90
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -70,7 +70,7 @@ msgid ""
"the following in a terminal:"
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:36
#: ../../docs/development/compiling/getting_source.rst:38
msgid ""
"For any stable release, visit the `release page <https://github.com/"
"godotengine/godot/releases>`__ and click on the link for the release you "
@@ -78,19 +78,19 @@ msgid ""
"the page."
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:40
#: ../../docs/development/compiling/getting_source.rst:42
msgid ""
"With ``git``, you can also clone a stable release by specifying its branch "
"or tag after the ``--branch`` argument::"
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:49
msgid ""
"There are also generally branches besides ``master`` for each major version."
"or tag after the ``--branch`` (or just ``-b``) argument::"
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:51
msgid ""
"There are also generally branches besides ``master`` for each major version."
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:53
msgid ""
"After downloading the Godot source code, you can :ref:`continue to compiling "
"Godot <doc_introduction_to_the_buildsystem>`."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -72,9 +72,9 @@ msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:121
msgid ""
"You'll need to install the external library on your machine to get the .a "
"library files. See the library's official documentation for specific "
"instructions on how to do this for your operation system. We've included "
"the installation commands for Linux below, for reference."
"library files. See the library's official documentation for specific "
"instructions on how to do this for your operation system. We've included the "
"installation commands for Linux below, for reference."
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:132
@@ -90,7 +90,7 @@ msgstr ""
msgid ""
"The external library will also need to be installed inside your module to "
"make the source files accessible to the compiler, while also keeping the "
"module code self-contained. The festival and speech_tools libraries can be "
"module code self-contained. The festival and speech_tools libraries can be "
"installed from the modules/tts/ directory via git using the following "
"commands:"
msgstr ""
@@ -104,9 +104,9 @@ msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:156
msgid ""
"Please note that Git submodules are not used in the Godot repository. If "
"you are developing a module to be merged into the main Godot repository, you "
"should not use submodules. If your module doesn't get merged in, you can "
"Please note that Git submodules are not used in the Godot repository. If you "
"are developing a module to be merged into the main Godot repository, you "
"should not use submodules. If your module doesn't get merged in, you can "
"always try to implement the external library as a GDNative C++ plugin."
msgstr ""
@@ -123,18 +123,18 @@ msgid ""
"(which can cause errors). Example `SCsub` with custom flags:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:196
#: ../../docs/development/cpp/binding_to_external_libraries.rst:199
msgid "The final module should look like this:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:214
#: ../../docs/development/cpp/binding_to_external_libraries.rst:217
msgid "Using the module"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:216
#: ../../docs/development/cpp/binding_to_external_libraries.rst:219
msgid "You can now use your newly created module from any script:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:225
#: ../../docs/development/cpp/binding_to_external_libraries.rst:228
msgid "And the output will be ``is_spoken: True`` if the text is spoken."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -191,7 +191,7 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:129
msgid ""
"That's it. You're ready to start contributing to Godot using the Code::"
"Blocks IDE. Remember to save the project file and the **Workspace**. If you "
"Blocks IDE. Remember to save the project file and the **Workspace**. If you "
"run into any issues, ask for help in one of `Godot's community channels "
"<https://godotengine.org/community>`__."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -79,11 +79,12 @@ msgid "References:"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:37
#, fuzzy
msgid ""
"`core/typedefs.h <https://github.com/godotengine/godot/blob/3.x/core/"
"typedefs.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`core/typedefs.h <https://github.com/godotengine/godot/blob/3.x/core/"
"typedefs.h>`__"
#: ../../docs/development/cpp/core_types.rst:40
msgid "Memory model"
@@ -252,29 +253,30 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/core_types.rst:168
#, fuzzy
msgid ""
"`core/vector.h <https://github.com/godotengine/godot/blob/3.x/core/vector."
"h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`core/vector.h <https://github.com/godotengine/godot/blob/3.x/core/vector."
"h>`__"
#: ../../docs/development/cpp/core_types.rst:169
#, fuzzy
msgid ""
"`core/list.h <https://github.com/godotengine/godot/blob/3.x/core/list.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`core/list.h <https://github.com/godotengine/godot/blob/3.x/core/list.h>`__"
#: ../../docs/development/cpp/core_types.rst:170
#, fuzzy
msgid ""
"`core/set.h <https://github.com/godotengine/godot/blob/3.x/core/set.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`core/set.h <https://github.com/godotengine/godot/blob/3.x/core/set.h>`__"
#: ../../docs/development/cpp/core_types.rst:171
#, fuzzy
msgid ""
"`core/map.h <https://github.com/godotengine/godot/blob/3.x/core/map.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`core/map.h <https://github.com/godotengine/godot/blob/3.x/core/map.h>`__"
#: ../../docs/development/cpp/core_types.rst:174
msgid "String"
@@ -289,11 +291,12 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/core_types.rst:184
#, fuzzy
msgid ""
"`core/ustring.h <https://github.com/godotengine/godot/blob/3.x/core/ustring."
"h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`core/ustring.h <https://github.com/godotengine/godot/blob/3.x/core/ustring."
"h>`__"
#: ../../docs/development/cpp/core_types.rst:187
msgid "StringName"
@@ -329,9 +332,9 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/core_types.rst:211
#, fuzzy
msgid "`core/math <https://github.com/godotengine/godot/tree/3.x/core/math>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`core/math <https://github.com/godotengine/godot/tree/3.x/core/math>`__"
#: ../../docs/development/cpp/core_types.rst:214
msgid "NodePath"
@@ -344,11 +347,12 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/core_types.rst:222
#, fuzzy
msgid ""
"`core/node_path.h <https://github.com/godotengine/godot/blob/3.x/core/"
"node_path.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`core/node_path.h <https://github.com/godotengine/godot/blob/3.x/core/"
"node_path.h>`__"
#: ../../docs/development/cpp/core_types.rst:225
msgid "RID"
@@ -362,7 +366,7 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/core_types.rst:235
#, fuzzy
msgid ""
"`core/rid.h <https://github.com/godotengine/godot/blob/3.x/core/rid.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`core/rid.h <https://github.com/godotengine/godot/blob/3.x/core/rid.h>`__"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -114,10 +114,10 @@ msgid ":ref:`RID<class_rid>`"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:319
#, fuzzy
msgid ""
"`core/rid.h <https://github.com/godotengine/godot/blob/3.x/core/rid.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`core/rid.h <https://github.com/godotengine/godot/blob/3.x/core/rid.h>`__"
#: ../../docs/development/cpp/custom_godot_servers.rst:322
msgid "Registering the class in GDScript"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -79,8 +79,8 @@ msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:37
msgid ""
"Before creating a module, make sure to download the source code of Godot and "
"manage to compile it. There are tutorials in the documentation for this."
"Before creating a module, make sure to :ref:`download the source code of "
"Godot and compile it <toc-devel-compiling>`."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:40
@@ -92,112 +92,107 @@ msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:44
msgid ""
"The example module will be called \"summator\", and is placed inside the "
"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are "
"located):"
"The example module will be called \"summator\" (``godot/modules/summator``). "
"Inside we will create a simple summator class:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55
msgid "Inside we will create a simple summator class:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:74
msgid "And then the cpp file."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:104
msgid ""
"Then, the new class needs to be registered somehow, so two more files need "
"to be created:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:113
msgid ""
"These files must be in the top-level folder of your module (next to your "
"``SCsub`` and ``config.py`` files) for the module to be registered properly."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:116
msgid "These files should contain the following:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:143
msgid ""
"Next, we need to create a ``SCsub`` file so the build system compiles this "
"module:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:154
msgid ""
"With multiple sources, you can also add each file individually to a Python "
"string list:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162
msgid ""
"This allows for powerful possibilities using Python to construct the file "
"list using loops and logic statements. Look at some modules that ship with "
"Godot by default for examples."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:166
msgid ""
"To add include directories for the compiler to look at you can append it to "
"the environment's paths:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174
msgid ""
"If you want to add custom compiler flags when building your module, you need "
"to clone ``env`` first, so it won't add those flags to whole Godot build "
"(which can cause errors). Example ``SCsub`` with custom flags:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:192
msgid ""
"And finally, the configuration file for the module, this is a simple python "
"script that must be named ``config.py``:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:205
msgid ""
"The module is asked if it's OK to build for the specific platform (in this "
"case, ``True`` means it will build for every platform)."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208
msgid ""
"And that's it. Hope it was not too complex! Your module should look like "
"this:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:220
msgid ""
"You can then zip it and share the module with everyone else. When building "
"for every platform (instructions in the previous sections), your module will "
"be included."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224
msgid ""
"There is a parameter limit of 5 in C++ modules for things such as "
"subclasses. This can be raised to 13 by including the header file ``core/"
"method_bind_ext.gen.inc``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229
msgid "Using the module"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231
msgid "You can now use your newly created module from any script:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243
msgid "The output will be ``60``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245
msgid ""
"The previous Summator example is great for small, custom modules, but what "
"if you want to use a larger, external library? Refer to :ref:"
@@ -205,7 +200,7 @@ msgid ""
"libraries."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250
msgid ""
"If your module is meant to be accessed from the running project (not just "
"from the editor), you must also recompile every export template you plan to "
@@ -215,11 +210,11 @@ msgid ""
"compiling>` pages for more information."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259
msgid "Compiling a module externally"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261
msgid ""
"Compiling a module involves moving the module's sources directly under the "
"engine's ``modules/`` directory. While this is the most straightforward way "
@@ -227,7 +222,7 @@ msgid ""
"be a practical thing to do:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266
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 "
@@ -237,7 +232,7 @@ msgid ""
"needing the symbolic link privilege if doing this via script."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:273
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 "
@@ -246,27 +241,27 @@ msgid ""
"changes."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279
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:296
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:287
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:304
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:295
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:309
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300
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 "
@@ -274,29 +269,29 @@ msgid ""
"specific path structure on your machine."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307
msgid ""
":ref:`Introduction to the buildsystem - Custom modules build option "
"<doc_buildsystem_custom_modules>`."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:310
msgid "Improving the build system for development"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312
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:324
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:315
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:327
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318
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 "
@@ -304,13 +299,13 @@ msgid ""
"a long and costly part."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:323
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:373
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364
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 "
@@ -318,13 +313,13 @@ msgid ""
"it during runtime with the ``LD_LIBRARY_PATH`` environment variable:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375
msgid ""
"You have to ``export`` the environment variable otherwise you won't be able "
"to play your project from within the editor."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378
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 "
@@ -332,23 +327,23 @@ msgid ""
"using the `ARGUMENT` command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409
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:422
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412
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:430
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420
msgid "Writing custom documentation"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422
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 "
@@ -357,22 +352,22 @@ msgid ""
"someone else, so be kind to your future self!"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428
msgid "There are several steps in order to setup custom docs for the module:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430
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:443
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433
msgid "Now, we need to edit ``config.py``, add the following snippet:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445
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/"
@@ -380,7 +375,7 @@ msgid ""
"your module will fall back to the main ``doc/classes`` directory."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451
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 "
@@ -388,63 +383,63 @@ msgid ""
"classes`` directory."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458
msgid ""
"You can use Git to check if you have missed some of your classes by checking "
"the untracked files with ``git status``. For example::"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463
msgid "Example output::"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:475
msgid "Now we can generate the documentation:"
msgstr "Nyní můžeme generovat dokumentaci:"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477
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:490
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:480
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:493
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483
msgid "Run command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489
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:503
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493
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:505
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495
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:508
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:498
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:511
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:501
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 "
@@ -452,94 +447,94 @@ msgid ""
"from an older engine build on top of the newer ones."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:506
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:528
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:518
msgid "Adding custom editor icons"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520
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:533
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:523
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:536
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:526
msgid "Once you've created your icon(s), proceed with the following steps:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528
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:541
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:531
msgid ""
"Move your newly created ``svg`` icons (optimized or not) into that folder."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533
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:546
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536
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:555
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:545
msgid "Summing up"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547
msgid "Remember to:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549
msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550
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:563
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553
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:566
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556
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:569
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559
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:572
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:562
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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -20,3 +20,43 @@ msgstr ""
#: ../../docs/development/cpp/index.rst:2
msgid "Engine development"
msgstr "Vývoj enginu"
#: ../../docs/development/cpp/index.rst:5
msgid "Setting up a development environment"
msgstr ""
#: ../../docs/development/cpp/index.rst:7
msgid ""
"To modify Godot's source code, you need to set up a development environment. "
"Start here."
msgstr ""
#: ../../docs/development/cpp/index.rst:16
msgid "Getting started with Godot's source code"
msgstr ""
#: ../../docs/development/cpp/index.rst:18
msgid ""
"This section covers the basics that you will encounter in (almost) every "
"source file."
msgstr ""
#: ../../docs/development/cpp/index.rst:32
msgid "Extending Godot by modifying its source code"
msgstr ""
#: ../../docs/development/cpp/index.rst:34
msgid ""
"This section covers what you can do by modifying Godot's C++ source code."
msgstr ""
#: ../../docs/development/cpp/index.rst:47
#, fuzzy
msgid "Debugging and profiling"
msgstr "Ladění projektu"
#: ../../docs/development/cpp/index.rst:49
msgid ""
"This section is about finding spots to optimize in the engine code when you "
"need it in your project."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -53,11 +53,12 @@ msgid "References:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:38
#, fuzzy
msgid ""
"`core/object.h <https://github.com/godotengine/godot/blob/3.x/core/object."
"h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`core/object.h <https://github.com/godotengine/godot/blob/3.x/core/object."
"h>`__"
#: ../../docs/development/cpp/object_class.rst:41
msgid "Registering an Object"
@@ -123,11 +124,12 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/object_class.rst:96
#, fuzzy
msgid ""
"`core/class_db.h <https://github.com/godotengine/godot/blob/3.x/core/"
"class_db.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`core/class_db.h <https://github.com/godotengine/godot/blob/3.x/core/"
"class_db.h>`__"
#: ../../docs/development/cpp/object_class.rst:99
msgid "Constants"
@@ -319,11 +321,12 @@ msgid "Resources without a path are fine too."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:277
#, fuzzy
msgid ""
"`core/resource.h <https://github.com/godotengine/godot/blob/3.x/core/"
"resource.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`core/resource.h <https://github.com/godotengine/godot/blob/3.x/core/"
"resource.h>`__"
#: ../../docs/development/cpp/object_class.rst:280
msgid "Resource loading"

View File

@@ -0,0 +1,341 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-07-13 14:01+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"
"Language: cs\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/using_cpp_profilers.rst:2
#, fuzzy
msgid "Using C++ profilers"
msgstr "Použití souboru"
#: ../../docs/development/cpp/using_cpp_profilers.rst:4
msgid ""
"To optimize Godot's performance, you need to know what to optimize first. To "
"this end, profilers are useful tools."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:9
msgid ""
"There is a built-in GDScript profiler in the editor, but using C++ profiler "
"may be useful in cases where the GDScript profiler is not accurate enough or "
"is missing information due to bugs in the profiler."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:14
msgid "Recommended profilers"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:16
msgid "`VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:17
msgid "`HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:18
msgid "`Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:20
msgid ""
"These profilers may not be the most powerful or flexible options, but their "
"standalone operation and limited feature set tends to make them easier to "
"use."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:25
msgid ""
"In its latest stable release (0.90 as of writing), VerySleepy will freeze "
"when loading debug symbols. To solve this, exit VerySleepy then save `this "
"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/"
"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x64/dbghelpms.dll>`__ "
"at the root of the VerySleepy installation folder. This folder is generally "
"located at ``C:\\Program Files\\Very Sleepy CS``."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:31
msgid ""
"If you are debugging a 32-bit application instead of 64-bit, save `this "
"dbghelpms.dll file <https://github.com/AlanIWBFT/verysleepy/"
"raw/0523fde86f24139fd4a041319f8b59ace12f602b/dbghelp_x86/dbghelpms.dll>`__ "
"in the ``32`` folder of the VerySleepy installation folder."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:36
#, fuzzy
msgid "Setting up Godot"
msgstr "Nastavení"
#: ../../docs/development/cpp/using_cpp_profilers.rst:38
msgid ""
"To get useful profiling information, it is **absolutely required** to use a "
"Godot build that includes debugging symbols. Official binaries do not "
"include debugging symbols, since these would make the download size "
"significantly larger."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:42
msgid ""
"To get profiling data that best matches the production environment, you "
"should compile binaries with the following SCons options:"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:45
msgid "For editor binaries: ``target=release_debug use_lto=yes``"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:46
msgid "For debug export templates: ``target=release_debug use_lto=yes``"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:47
msgid ""
"For release export templates: ``tools=no target=release debug_symbols=yes`` "
"- ``debug_symbols=yes`` is required as export templates are stripped from "
"debugging symbols by default."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:50
msgid ""
"It is possible to run a profiler on less optimized builds (e.g. "
"``target=debug`` without LTO), but results will naturally be less "
"representative of real world conditions."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:55
msgid ""
"Do *not* strip debugging symbols on the binaries using the ``strip`` command "
"after compiling the binaries. Otherwise, you will no longer get useful "
"profiling information when running a profiler."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:60
msgid "Benchmarking startup/shutdown times"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:62
msgid ""
"If you're looking into optimizing Godot's startup/shutdown performance, you "
"can tell the profiler to use the ``--quit`` command line option on the Godot "
"binary. This will exit Godot just after it finished starting. The ``--quit`` "
"option works with ``--editor``, ``--project-manager`` or ``--path <path to "
"project directory>`` (which runs a project directly)."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:70
msgid ""
"See :ref:`doc_command_line_tutorial` for more command line arguments "
"supported by Godot."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:74
msgid "Profiler-specific instructions"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:77
msgid "VerySleepy"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:79
msgid ""
"Start the Godot editor or your project first. If you start the project "
"manager, make sure to edit or run a project first. Otherwise, the profiler "
"will not track the child process since the project manager will spawn a "
"child process for every project edited or run."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:83
msgid ""
"Open VerySleepy and select the Godot executable in the list of processes on "
"the left:"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:87
msgid "Click the **Profile All** button on the right to start profiling."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:88
msgid ""
"Perform the actions you wish to profile in the editor or project. When "
"you're done, click **Stop** (*not* Abort)."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:89
msgid "Wait for the results window to appear."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:90
msgid ""
"Once the results window appears, filter the view to remove external modules "
"(such as the graphics driver). You can filter by module by finding a line "
"whose **Module** matches the Godot executable name, right-clicking that line "
"then choosing **Filter Module to <Godot executable name>** in the dropdown "
"that appears."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:94
#, fuzzy
msgid "Your results window should now look something like this:"
msgstr "Vaše finální scéna by měla vypadat přibližně takto."
#: ../../docs/development/cpp/using_cpp_profilers.rst:99
msgid "HotSpot"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:101
msgid "Open HotSpot. Click **Record Data**:"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:105
msgid ""
"In the next window, specify the path to the Godot binary that includes debug "
"symbols."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:106
msgid ""
"Specify command line arguments to run a specific project, with or without "
"the editor."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:107
msgid ""
"The path to the working directory can be anything if an absolute path is "
"used for the ``--path`` command line argument. Otherwise, it must be set to "
"that the relative path to the project is valid."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:110
msgid ""
"Make sure **Elevate Privileges** is checked if you have administrative "
"privileges. While not essential for profiling Godot, this will ensure all "
"events can be captured. Otherwise, some events may be missing in the "
"capture. Your settings should now look something like this:"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:117
#, fuzzy
msgid ""
"Click **Start Recording** and perform the actions you wish to profile in the "
"editor/project."
msgstr ""
"Klikněte na tlačítko **Instalace a úpravy** a projekt se otevře v editoru."
#: ../../docs/development/cpp/using_cpp_profilers.rst:118
msgid ""
"Quit the editor/project normally or use the **Stop Profiling** button in "
"HotSpot to stop profiling early. Stopping profiling early can result in "
"cleaner profiles if you're not interested in the engine's quit procedure."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:121
msgid ""
"Click **View Results** and wait for the profiling visualization to be "
"generated:"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:125
msgid ""
"Use the tabs at the top to navigate between the different views. These views "
"show the same data, but in different ways. The **Flame Graph** tab is a good "
"way to see which functions take up the most time at a glance. These "
"functions are therefore the most important ones to optimize, since "
"optimizing them will improve performance the most."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:130
msgid ""
"At the bottom of all tabs except **Summary**, you will also see a list of "
"CPU threads started by the engine among with the CPU utilization for each "
"thread. This lets you see threads that can be a bottleneck at a given point "
"in time."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:138
msgid ""
"If you don't want the startup procedure to be included in the profile, you "
"can also attach HotSpot to a running process by clicking **Record Data** "
"then setting the **Launch Application** dropdown option to **Attach To "
"Process(es)**."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:143
msgid ""
"This process attachment-based workflow is similar to the one used by "
"VerySleepy."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:146
msgid "Xcode Instruments"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:148
msgid ""
"Open Xcode. Select **Open Developer Tool** - **Instruments** from the "
"**Xcode** app menu:"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:149
msgid "Double-click on **Time Profiler** in the **Instruments** window:"
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:153
msgid ""
"In the Time Profiler window, click on the **Target** menu, select **Choose "
"target...** and specify the path to the Godot binary, command line arguments "
"and environment variables in the next window."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:159
msgid ""
"You can also attach the Time Profiler to a running process by selecting it "
"from the **Target** menu."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:162
msgid ""
"Click the **Start an immediate mode recording** button to start profiling."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:166
msgid ""
"Perform the actions you wish to profile in the editor or project. When "
"you're done, click the **Stop** button."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:169
msgid "Wait for the results to appear."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:170
msgid ""
"At the bottom of the window you will see a call tree for all CPU threads "
"started, and the **Heaviest Stack Trace** overview."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:172
msgid ""
"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of "
"window) to remove external modules."
msgstr ""
#: ../../docs/development/cpp/using_cpp_profilers.rst:174
msgid ""
"You can use the timeline at the top of the window to display details for the "
"specific time period."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -96,11 +96,12 @@ msgid "References:"
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:40
#, fuzzy
msgid ""
"`core/variant.h <https://github.com/godotengine/godot/blob/3.x/core/variant."
"h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`core/variant.h <https://github.com/godotengine/godot/blob/3.x/core/variant."
"h>`__"
#: ../../docs/development/cpp/variant_class.rst:43
msgid "Containers: Dictionary and Array"
@@ -132,7 +133,7 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:60
#, fuzzy
msgid ""
"`core/array.h <https://github.com/godotengine/godot/blob/3.x/core/array.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`core/array.h <https://github.com/godotengine/godot/blob/3.x/core/array.h>`__"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -18,14 +18,12 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/editor/introduction_to_editor_development.rst:4
#, fuzzy
msgid "Introduction to editor development"
msgstr "Úvod do exportu"
msgstr "Úvod do vývoje editoru"
#: ../../docs/development/editor/introduction_to_editor_development.rst:6
#, fuzzy
msgid "On this page, you will learn:"
msgstr "Naučíte se:"
msgstr "Na této stránce se dozvíte:"
#: ../../docs/development/editor/introduction_to_editor_development.rst:8
msgid "The **design decisions** behind the Godot editor."
@@ -68,9 +66,8 @@ msgid ""
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:33
#, fuzzy
msgid "Directory structure"
msgstr "Struktura souborů"
msgstr "Struktura adresářů"
#: ../../docs/development/editor/introduction_to_editor_development.rst:35
msgid ""
@@ -95,10 +92,18 @@ msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:47
msgid ""
"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/"
"editor/editor_node.cpp>`__: Main editor initialization file."
"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the "
"\"main scene\" of the editor."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:48
#: ../../docs/development/editor/introduction_to_editor_development.rst:49
msgid ""
"`editor/project_manager.cpp <https://github.com/godotengine/godot/blob/3.x/"
"editor/project_manager.cpp>`__: Main project manager initialization file. "
"Effectively the \"main scene\" of the project manager."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:51
msgid ""
"`editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/"
"godotengine/godot/blob/3.x/editor/plugins/canvas_item_editor_plugin.cpp>`__: "
@@ -106,7 +111,7 @@ msgid ""
"editing modes, overlaid helpers/panels, …)."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:50
#: ../../docs/development/editor/introduction_to_editor_development.rst:53
msgid ""
"`editor/plugins/spatial_editor_plugin.cpp <https://github.com/godotengine/"
"godot/blob/3.x/editor/plugins/spatial_editor_plugin.cpp>`__: The 3D editor "
@@ -114,7 +119,7 @@ msgid ""
"overlaid panels, …)."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:52
#: ../../docs/development/editor/introduction_to_editor_development.rst:55
msgid ""
"`editor/spatial_editor_gizmos.cpp <https://github.com/godotengine/godot/"
"blob/3.x/editor/spatial_editor_gizmos.cpp>`__: Where the 3D editor gizmos "
@@ -122,34 +127,34 @@ msgid ""
"are drawn by the nodes themselves."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:57
#: ../../docs/development/editor/introduction_to_editor_development.rst:60
msgid "Editor dependencies in ``scene/`` files"
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:59
#: ../../docs/development/editor/introduction_to_editor_development.rst:62
msgid ""
"When working on an editor feature, you may have to modify files in Godot's "
"GUI nodes, which you can find in the ``scene/`` folder."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:62
#: ../../docs/development/editor/introduction_to_editor_development.rst:65
msgid ""
"One rule to keep in mind is that you must **not** introduce new dependencies "
"to ``editor/`` includes in other folders such as ``scene/``. This applies "
"even if you use ``#ifdef TOOLS_ENABLED``."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:66
#: ../../docs/development/editor/introduction_to_editor_development.rst:69
msgid ""
"To make the codebase easier to follow and more self-contained, the allowed "
"dependency order is:"
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:69
#: ../../docs/development/editor/introduction_to_editor_development.rst:72
msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``"
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:71
#: ../../docs/development/editor/introduction_to_editor_development.rst:74
msgid ""
"This means that files in ``editor/`` can depend on includes from ``scene/``, "
"``servers/``, and ``core/``. But, for example, while ``scene/`` can depend "
@@ -157,19 +162,18 @@ msgid ""
"from ``editor/``."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:75
#: ../../docs/development/editor/introduction_to_editor_development.rst:78
msgid ""
"Currently, there are some dependencies to ``editor/`` includes in ``scene/`` "
"files, but `they are in the process of being removed <https://github.com/"
"godotengine/godot/issues/29730>`__."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:80
#, fuzzy
#: ../../docs/development/editor/introduction_to_editor_development.rst:83
msgid "Development tips"
msgstr "Vývoj"
msgstr "Tipy pro vývoj"
#: ../../docs/development/editor/introduction_to_editor_development.rst:82
#: ../../docs/development/editor/introduction_to_editor_development.rst:85
msgid ""
"To iterate quickly on the editor, we recommend to set up a test project and :"
"ref:`open it from the command line <doc_command_line_tutorial>` after "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -58,12 +58,12 @@ msgid "File Descriptor"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:26
#: ../../docs/development/file_formats/tscn.rst:275
#: ../../docs/development/file_formats/tscn.rst:277
msgid "External resources"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:27
#: ../../docs/development/file_formats/tscn.rst:297
#: ../../docs/development/file_formats/tscn.rst:299
msgid "Internal resources"
msgstr ""
@@ -77,13 +77,16 @@ msgstr ""
#: ../../docs/development/file_formats/tscn.rst:31
msgid ""
"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and "
"should be the first entry in the file. The ``load_steps`` parameter should "
"(in theory) be the number of resources within the file. However, in "
"practice, its value seems not to matter."
"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and "
"should be the first entry in the file. The ``load_steps`` parameter is equal "
"to the total amount of resources (internal and external) plus one (for the "
"file itself). If the file has no resources, ``load_steps`` is omitted. The "
"engine will still load the file correctly if ``load_steps`` is incorrect, "
"but this will affect loading bars and any other piece of code relying on "
"that value."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:36
#: ../../docs/development/file_formats/tscn.rst:38
msgid ""
"These sections should appear in order, but it can be hard to distinguish "
"them. The only difference between them is the first element in the heading "
@@ -91,82 +94,82 @@ msgid ""
"external resources should start with ``[ext_resource .....]``."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:41
#: ../../docs/development/file_formats/tscn.rst:43
msgid ""
"A TSCN file may contain single-line comments starting with a semicolon (``;"
"``). However, comments will be discarded when saving the file using the "
"Godot editor."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:45
#: ../../docs/development/file_formats/tscn.rst:47
msgid "Entries inside the file"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:47
#: ../../docs/development/file_formats/tscn.rst:49
msgid ""
"A heading looks like ``[<resource_type> key=value key=value key=value ...]`` "
"where resource_type is one of:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:51
#: ../../docs/development/file_formats/tscn.rst:53
msgid "``ext_resource``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:52
#: ../../docs/development/file_formats/tscn.rst:54
msgid "``sub_resource``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:53
#: ../../docs/development/file_formats/tscn.rst:55
msgid "``node``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:54
#: ../../docs/development/file_formats/tscn.rst:56
msgid "``connection``"
msgstr "``připojení``"
#: ../../docs/development/file_formats/tscn.rst:56
#: ../../docs/development/file_formats/tscn.rst:58
msgid ""
"Below every heading comes zero or more ``key = value`` pairs. The values can "
"be complex datatypes such as Arrays, Transforms, Colors, and so on. For "
"example, a spatial node looks like:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:67
#: ../../docs/development/file_formats/tscn.rst:69
msgid "The scene tree"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:69
#: ../../docs/development/file_formats/tscn.rst:71
msgid ""
"The scene tree is made up of… nodes! The heading of each node consists of "
"its name, parent and (most of the time) a type. For example ``[node type="
"\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:73
#: ../../docs/development/file_formats/tscn.rst:75
msgid "Other valid keywords include:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:75
#: ../../docs/development/file_formats/tscn.rst:77
msgid "``instance``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:76
#: ../../docs/development/file_formats/tscn.rst:78
msgid "``instance_placeholder``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:77
#: ../../docs/development/file_formats/tscn.rst:79
msgid "``owner``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:78
#: ../../docs/development/file_formats/tscn.rst:80
msgid "``index`` (if two nodes have the same name)"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:79
#: ../../docs/development/file_formats/tscn.rst:81
msgid "``groups``"
msgstr "``skupiny``"
#: ../../docs/development/file_formats/tscn.rst:81
#: ../../docs/development/file_formats/tscn.rst:83
msgid ""
"The first node in the file, which is also the scene root, must not have a "
"``parent=Path/To/Node`` entry in its heading. All scene files should have "
@@ -177,18 +180,18 @@ msgid ""
"content):"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:97
#: ../../docs/development/file_formats/tscn.rst:99
msgid ""
"Similar to the internal resource, the document for each node is currently "
"incomplete. Fortunately, it is easy to find out because you can simply save "
"a file with that node in it. Some example nodes are:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:136
#: ../../docs/development/file_formats/tscn.rst:138
msgid "NodePath"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:138
#: ../../docs/development/file_formats/tscn.rst:140
msgid ""
"A tree structure is not enough to represent the whole scene. Godot uses a "
"``NodePath(Path/To/Node)`` structure to refer to another node or attribute "
@@ -197,75 +200,75 @@ msgid ""
"``NodePath()`` to point to node properties to animate."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:163
#: ../../docs/development/file_formats/tscn.rst:165
msgid "Skeleton"
msgstr "Kostra"
#: ../../docs/development/file_formats/tscn.rst:165
#: ../../docs/development/file_formats/tscn.rst:167
msgid ""
"The Skeleton node inherits the Spatial node, but also may have a list of "
"bones described in key-value pairs in the format ``bones/Id/"
"Attribute=Value``. The bone attributes consist of:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:169
#: ../../docs/development/file_formats/tscn.rst:171
msgid "``name``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:170
#: ../../docs/development/file_formats/tscn.rst:172
msgid "``parent``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:171
#: ../../docs/development/file_formats/tscn.rst:173
msgid "``rest``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:172
#: ../../docs/development/file_formats/tscn.rst:174
msgid "``pose``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:173
#: ../../docs/development/file_formats/tscn.rst:393
#: ../../docs/development/file_formats/tscn.rst:175
#: ../../docs/development/file_formats/tscn.rst:395
msgid "``enabled``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:174
#: ../../docs/development/file_formats/tscn.rst:176
msgid "``bound_children``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:176
#: ../../docs/development/file_formats/tscn.rst:178
msgid "``name`` must be the first attribute of each bone."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:177
#: ../../docs/development/file_formats/tscn.rst:179
msgid ""
"``parent`` is the index of parent bone in the bone list, with parent index, "
"the bone list is built to a bone tree."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:179
#: ../../docs/development/file_formats/tscn.rst:181
msgid "``rest`` is the transform matrix of bone in its \"resting\" position."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:180
#: ../../docs/development/file_formats/tscn.rst:182
msgid "``pose`` is the pose matrix; use ``rest`` as the basis."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:181
#: ../../docs/development/file_formats/tscn.rst:183
msgid ""
"``bound_children`` is a list of ``NodePath()`` which point to "
"BoneAttachments belonging to this bone."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:184
#: ../../docs/development/file_formats/tscn.rst:186
msgid "Here's an example of a skeleton node with two bones:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:205
#: ../../docs/development/file_formats/tscn.rst:207
msgid "BoneAttachment"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:207
#: ../../docs/development/file_formats/tscn.rst:209
msgid ""
"BoneAttachment node is an intermediate node to describe some node being "
"parented to a single bone in a Skeleton node. The BoneAttachment has a "
@@ -273,15 +276,15 @@ msgid ""
"parent has the BoneAttachment node in its ``bound_children`` list."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:212
#: ../../docs/development/file_formats/tscn.rst:214
msgid "An example of one MeshInstance parented to a bone in Skeleton:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:237
#: ../../docs/development/file_formats/tscn.rst:239
msgid "AnimationPlayer"
msgstr "AnimationPlayer"
#: ../../docs/development/file_formats/tscn.rst:239
#: ../../docs/development/file_formats/tscn.rst:241
msgid ""
"AnimationPlayer works as an animation library. It stores animations listed "
"in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an "
@@ -290,18 +293,18 @@ msgid ""
"Node)``."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:259
#: ../../docs/development/file_formats/tscn.rst:261
msgid "Resources"
msgstr "Zdroje"
#: ../../docs/development/file_formats/tscn.rst:261
#: ../../docs/development/file_formats/tscn.rst:263
msgid ""
"Resources are components that make up the nodes. For example, a MeshInstance "
"node will have an accompanying ArrayMesh resource. The ArrayMesh resource "
"may be either internal or external to the TSCN file."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:265
#: ../../docs/development/file_formats/tscn.rst:267
msgid ""
"References to the resources are handled by ``id`` numbers in the resource's "
"heading. External resources and internal resources are referred to with "
@@ -310,37 +313,37 @@ msgid ""
"have the same ID for both an internal and external resource."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:271
#: ../../docs/development/file_formats/tscn.rst:273
msgid ""
"For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene"
"\" path=....]``, you would use ``ExtResource(3)``."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:277
#: ../../docs/development/file_formats/tscn.rst:279
msgid ""
"External resources are links to resources not contained within the TSCN file "
"itself. An external resource consists of a path, a type and an ID."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:280
#: ../../docs/development/file_formats/tscn.rst:282
msgid ""
"Godot always generates absolute paths relative to the resource directory and "
"thus prefixed with ``res://``, but paths relative to the TSCN file's "
"location are also valid."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:284
#: ../../docs/development/file_formats/tscn.rst:286
msgid "Some example external resources are:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:292
#: ../../docs/development/file_formats/tscn.rst:294
msgid ""
"Like TSCN files, a TRES file may contain single-line comments starting with "
"a semicolon (``;``). However, comments will be discarded when saving the "
"resource using the Godot editor."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:299
#: ../../docs/development/file_formats/tscn.rst:301
msgid ""
"A TSCN file can contain meshes, materials and other data. These are "
"contained in the *internal resources* section of the file. The heading for "
@@ -349,7 +352,7 @@ msgid ""
"pairs under each heading. For example, a capsule collision shape looks like:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:313
#: ../../docs/development/file_formats/tscn.rst:315
msgid ""
"Some internal resources contain links to other internal resources (such as a "
"mesh having a material). In this case, the referring resource must appear "
@@ -357,190 +360,190 @@ msgid ""
"internal resources section."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:318
#: ../../docs/development/file_formats/tscn.rst:320
msgid ""
"Unfortunately, documentation on the formats for these subresources isn't "
"complete. Some examples can be found by inspecting saved resource files, but "
"others can only be found by looking through Godot's source."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:323
#: ../../docs/development/file_formats/tscn.rst:325
msgid "ArrayMesh"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:325
#: ../../docs/development/file_formats/tscn.rst:327
msgid ""
"ArrayMesh consists of several surfaces, each in the format ``surface"
"\\Index={}``. Each surface is a set of vertices and a material."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:328
#: ../../docs/development/file_formats/tscn.rst:330
msgid "TSCN files support two surface formats:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:330
#: ../../docs/development/file_formats/tscn.rst:332
msgid "For the old format, each surface has three essential keys:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:332
#: ../../docs/development/file_formats/tscn.rst:334
msgid "``primitive``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:333
#: ../../docs/development/file_formats/tscn.rst:335
msgid "``arrays``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:334
#: ../../docs/development/file_formats/tscn.rst:336
msgid "``morph_arrays``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:336
#: ../../docs/development/file_formats/tscn.rst:338
msgid ""
"``primitive`` is an enumerate variable, ``primitive=4`` which is "
"``PRIMITIVE_TRIANGLES`` is frequently used."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:339
#: ../../docs/development/file_formats/tscn.rst:341
msgid "``arrays`` is a two-dimensional array, it contains:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:341
#: ../../docs/development/file_formats/tscn.rst:343
msgid "Vertex positions array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:342
#: ../../docs/development/file_formats/tscn.rst:344
msgid "Tangents array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:343
#: ../../docs/development/file_formats/tscn.rst:345
msgid "Vertex colors array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:344
#: ../../docs/development/file_formats/tscn.rst:346
msgid "UV array 1"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:345
#: ../../docs/development/file_formats/tscn.rst:347
msgid "UV array 2"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:346
#: ../../docs/development/file_formats/tscn.rst:348
msgid "Bone indexes array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:347
#: ../../docs/development/file_formats/tscn.rst:349
msgid "Bone weights array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:348
#: ../../docs/development/file_formats/tscn.rst:350
msgid "Vertex indexes array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:350
#: ../../docs/development/file_formats/tscn.rst:352
msgid ""
"``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` "
"without the vertex indexes array."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:353
#: ../../docs/development/file_formats/tscn.rst:355
msgid "An example of ArrayMesh:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:377
#: ../../docs/development/file_formats/tscn.rst:379
msgid "Animation"
msgstr "Animace"
#: ../../docs/development/file_formats/tscn.rst:379
#: ../../docs/development/file_formats/tscn.rst:381
msgid ""
"An animation resource consists of tracks. Besides, it has ``length``, "
"``loop`` and ``step`` applied to all the tracks."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:382
#: ../../docs/development/file_formats/tscn.rst:384
msgid "``length`` and ``step`` are both durations in seconds."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:384
#: ../../docs/development/file_formats/tscn.rst:386
msgid ""
"Each track is described by a list of key-value pairs in the format ``tracks/"
"Id/Attribute``. Each track includes:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:387
#: ../../docs/development/file_formats/tscn.rst:389
msgid "``type``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:388
#: ../../docs/development/file_formats/tscn.rst:390
msgid "``path``"
msgstr "``cesta``"
#: ../../docs/development/file_formats/tscn.rst:389
#: ../../docs/development/file_formats/tscn.rst:391
msgid "``interp``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:390
#: ../../docs/development/file_formats/tscn.rst:392
msgid "``keys``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:391
#: ../../docs/development/file_formats/tscn.rst:393
msgid "``loop_wrap``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:392
#: ../../docs/development/file_formats/tscn.rst:394
msgid "``imported``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:395
#: ../../docs/development/file_formats/tscn.rst:397
msgid ""
"The ``type`` must be the first attribute of each track. The value of "
"``type`` can be:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:398
#: ../../docs/development/file_formats/tscn.rst:400
msgid "``transform``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:399
#: ../../docs/development/file_formats/tscn.rst:401
msgid "``value``"
msgstr "``hodnota``"
#: ../../docs/development/file_formats/tscn.rst:400
#: ../../docs/development/file_formats/tscn.rst:402
msgid "``method``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:402
#: ../../docs/development/file_formats/tscn.rst:404
msgid ""
"The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the "
"path to the animated node or attribute, relative to the root node defined in "
"the AnimationPlayer."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:406
#: ../../docs/development/file_formats/tscn.rst:408
msgid ""
"The ``interp`` is the method to interpolate frames from the keyframes. It is "
"an enum variable with one of the following values:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:409
#: ../../docs/development/file_formats/tscn.rst:411
msgid "``0`` (constant)"
msgstr "``0`` (konstanta)"
#: ../../docs/development/file_formats/tscn.rst:410
#: ../../docs/development/file_formats/tscn.rst:412
msgid "``1`` (linear)"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:411
#: ../../docs/development/file_formats/tscn.rst:413
msgid "``2`` (cubic)"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:413
#: ../../docs/development/file_formats/tscn.rst:415
msgid ""
"The ``keys`` correspond to the keyframes. It appears as a "
"``PoolRealArray()``, but may have a different structure for tracks with "
"different types."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:416
#: ../../docs/development/file_formats/tscn.rst:418
msgid ""
"A Transform track uses every 12 real numbers in the ``keys`` to describe a "
"keyframe. The first number is the timestamp. The second number is the "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -138,9 +138,8 @@ msgid "Open 2D Editor"
msgstr "Otevřít 2D Editor"
#: ../../docs/getting_started/editor/default_key_mapping.rst:26
#, fuzzy
msgid ":kbd:`Ctrl + F1`"
msgstr ":kbd:`Ctrl + F12`"
msgstr ":kbd:`Ctrl + F1`"
#: ../../docs/getting_started/editor/default_key_mapping.rst:26
msgid ":kbd:`Alt + 1`"
@@ -172,9 +171,8 @@ msgid "Open Script Editor"
msgstr "Otevřít Editor Skriptů"
#: ../../docs/getting_started/editor/default_key_mapping.rst:30
#, fuzzy
msgid ":kbd:`Ctrl + F3`"
msgstr ":kbd:`Ctrl + F`"
msgstr ":kbd:`Ctrl + F3`"
#: ../../docs/getting_started/editor/default_key_mapping.rst:30
msgid ":kbd:`Alt + 3`"
@@ -189,8 +187,8 @@ msgid "Search Help"
msgstr "Hledat v dokumentaci"
#: ../../docs/getting_started/editor/default_key_mapping.rst:32
msgid ":kbd:`Shift + F1`"
msgstr ":kbd:`Shift + F1`"
msgid ":kbd:`F1`"
msgstr ":kbd:`F1`"
#: ../../docs/getting_started/editor/default_key_mapping.rst:32
msgid ":kbd:`Alt + Space`"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -348,7 +348,6 @@ msgid "For more information, see the :ref:`doc_c_sharp_differences` page."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:230
#, fuzzy
msgid ""
"You need to (re)build the project assemblies whenever you want to see new "
"exported variables or signals in the editor. This build can be manually "
@@ -358,8 +357,9 @@ msgid ""
msgstr ""
"Je třeba (znovu) sestavit projektu, kdykoli chcete vidět nové exportované "
"proměnné nebo signály v editoru. Toto sestavení lze spustit ručně kliknutím "
"na slovo **Mono** v dolní části okna editoru, abyste odkryli panel Mono, "
"poté klikněte na tlačítko **Vybrat projekt**."
"na nápis **Build** v pravém horním rohu editoru. Můžete také kliknout na "
"tlačítko **Mono** v dolní části okna editoru, čímž se zobrazí panel Mono, a "
"poté kliknout na tlačítko **Sestavit projekt**."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -213,7 +213,7 @@ msgid ""
"One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, "
"``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. "
"These names may change in the future. These are created from the "
"``get_name()`` method of the :ref:``OS <class_OS>`` singleton, but not every "
"``get_name()`` method of the :ref:`OS <class_OS>` singleton, but not every "
"possible OS the method returns is an OS that Godot with Mono runs on."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -166,7 +166,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:204
msgid "Inheritance"
msgstr ""
msgstr "Dědičnost"
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:206
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -205,7 +205,7 @@ msgstr "Okamžitě přeskočí na další iteraci cyklu ``for`` nebo ``while``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:159
msgid "pass"
msgstr "předat"
msgstr "pass"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:159
msgid ""
@@ -1106,7 +1106,7 @@ msgstr "Kontejnerové vestavěné typy"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:485
msgid ":ref:`Array <class_Array>`"
msgstr ":ref:`Array <class_Array>`"
msgstr ":ref:`Array (Pole) <class_Array>`"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:487
msgid ""
@@ -1312,7 +1312,7 @@ msgstr "Třídy skriptů deklarované pomocí klíčového slova ``class_name``.
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:615
msgid "Casting"
msgstr ""
msgstr "Přetypování"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:617
msgid ""
@@ -1320,30 +1320,41 @@ msgid ""
"needed to coerce a value to be of a certain type, in particular for object "
"types, you can use the casting operator ``as``."
msgstr ""
"Hodnoty přiřazené typovaným proměnným musí mít kompatibilní typ. Pokud je "
"potřeba vynutit, aby hodnota byla určitého typu, zejména pro typy objektů, "
"můžete použít operátor přetypování ``as``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:621
msgid ""
"Casting between object types results in the same object if the value is of "
"the same type or a subtype of the cast type."
msgstr ""
"Přetypování mezi objektovými typy vrací stejný objekt, pokud je hodnota "
"stejného typu jako je typ na který se přetypovává nebo je jeho potomkem."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:629
msgid ""
"If the value is not a subtype, the casting operation will result in a "
"``null`` value."
msgstr ""
"Pokud hodnota není potomkem (podtypem), výsledkem operace přetypování je "
"hodnota ``null``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:636
msgid ""
"For built-in types, they will be forcibly converted if possible, otherwise "
"the engine will raise an error."
msgstr ""
"V případě vestavěných typů budou tyto typy, pokud to bude možné, násilně "
"převedeny, jinak engine vyvolá chybu."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:645
msgid ""
"Casting is also useful to have better type-safe variables when interacting "
"with the scene tree::"
msgstr ""
"Přetypování je také užitečné pro lepší typovou bezpečnost proměnných při "
"interakci se stromem scény:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:655
msgid "Constants"
@@ -1356,10 +1367,14 @@ msgid ""
"give a constant value a name. Trying to assign a value to a constant after "
"it's declared will give you an error."
msgstr ""
"Konstanty jsou hodnoty, které nelze za běhu hry měnit. Jejich hodnota musí "
"být známa při kompilaci. Použití klíčového slova ``const`` umožňuje dát "
"konstantní hodnotě jméno. Při pokusu přiřadit hodnotu konstantě po její "
"deklaraci dojde k chybě."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:662
msgid "We recommend using constants whenever a value is not meant to change."
msgstr ""
msgstr "Doporučujeme používat konstanty vždy, když se hodnota nemá měnit."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:675
msgid ""
@@ -1380,22 +1395,30 @@ msgid ""
"still be modified afterwards. They can't be reassigned with another value "
"though."
msgstr ""
"Protože pole a slovníky jsou předávány odkazem (referencí), kostanty jsou "
"tzv \"mělké\". To znamená, že i když deklarujete pole nebo slovník jako "
"konstantu , jejjí hodnoty můžou být následně měněny. Refrence na takový "
"konstantní slovník či pole však změněna už být nemůže a to ani přiřazením."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:690
msgid "Enums"
msgstr ""
msgstr "Enums (Výčty)"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:692
msgid ""
"Enums are basically a shorthand for constants, and are pretty useful if you "
"want to assign consecutive integers to some constant."
msgstr ""
"Enumy jsou v podstatě zkratkou pro konstanty a jsou docela užitečné, pokud "
"chcete nějaké konstantě přiřadit po sobě jdoucí celá čísla."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:695
msgid ""
"If you pass a name to the enum, it will put all the keys inside a constant "
"dictionary of that name."
msgstr ""
"Pokud výčtu dáte jméno, vloží všechny klíče do konstantního slovníku tohoto "
"jména."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:698
msgid ""
@@ -1403,6 +1426,9 @@ msgid ""
"constants. They should be accessed prefixed by the enum's name (``Name."
"KEY``); see an example below."
msgstr ""
"V Godotu 3.1 a novějších verzích nejsou klíče pojmenovaného výčtu "
"registrovány jako globální konstanty. Mělo by se k nim přistupovat s "
"předponou názvu enumu (``Name.KEY``); viz příklad níže."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:718
msgid "Functions"
@@ -1416,11 +1442,18 @@ msgid ""
"but is not always required (and should *not* be sent as the function's first "
"argument, unlike Python)."
msgstr ""
"Funkce vždy patří do `třídy <Classes_>`_. Priorita rozsahu platnosti pro "
"vyhledávání proměnných je: lokální → člen třídy → globální. Proměnná "
"``self`` je vždy k dispozici a je poskytována jako možnost přístupu k členům "
"třídy, ale není vždy vyžadována (a na rozdíl od Pythonu *není* posílána jako "
"první argument funkce)."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:733
msgid ""
"A function can ``return`` at any point. The default return value is ``null``."
msgstr ""
"Funkce se může ``vrátit hodnotu`` v libovolném okamžiku. Výchozí návratová "
"hodnota je ``null``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:735
msgid ""
@@ -1428,17 +1461,21 @@ msgid ""
"return value. Types for arguments can be added in a similar way to "
"variables::"
msgstr ""
"Funkce mohou mít také specifikaci typu pro argumenty a pro návratovou "
"hodnotu. Typy pro argumenty lze přidat podobně jako u proměnných::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:741
msgid ""
"If a function argument has a default value, it's possible to infer the type::"
msgstr ""
msgstr "Pokud má argument funkce výchozí hodnotu, je možné typ odvodit::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:746
msgid ""
"The return type of the function can be specified after the arguments list "
"using the arrow token (``->``)::"
msgstr ""
"Návratový typ funkce lze zadat za seznamem argumentů pomocí symbolu šipky "
"(``->```)::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:752
msgid ""
@@ -1447,6 +1484,9 @@ msgid ""
"functions can return early with the ``return`` keyword, but they can't "
"return any value."
msgstr ""
"Funkce s návratovým typem **musí** vracet správnou hodnotu. Nastavení typu "
"``void`` znamená, že funkce nic nevrací. Void funkce mohou vracet dříve "
"pomocí klíčového slova ``return``, ale nemohou vracet žádnou hodnotu."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:761
msgid ""
@@ -1456,10 +1496,15 @@ msgid ""
"``if`` block but not after it, the editor will raise an error because if the "
"block is not executed, the function won't have a valid value to return."
msgstr ""
"Ne-void funkce musí **vždy** vracet hodnotu, takže pokud váš kód obsahuje "
"příkazy větvení (například konstrukce ``if``/``else``), všechny možné cesty "
"musí mít návratovou hodnotu. Např. pokud máte ``return`` uvnitř bloku "
"``if``, ale ne za ním, editor zobrazí chybovou hlášku, protože pokud se blok "
"neprovede, funkce nebude mít platnou hodnotu, kterou by mohla vrátit."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:769
msgid "Referencing functions"
msgstr ""
msgstr "Odkazování na funkce"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:771
msgid ""
@@ -1468,6 +1513,9 @@ msgid ""
"another function or be returned from other functions. This is for "
"performance reasons."
msgstr ""
"Na rozdíl od jazyka Python **nejsou** funkce v jazyce GDScript objekty první "
"třídy. To znamená, že je nelze ukládat do proměnných, předávat jako argument "
"jiné funkci nebo je vracet z jiných funkcí. Stojí za tím výkonnostní důvody."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:775
msgid ""
@@ -1475,10 +1523,13 @@ msgid ""
"variable, or pass it to another function as an argument) one must use the "
"``call`` or ``funcref`` helpers::"
msgstr ""
"Pro odkaz na funkci podle jména za běhu programu (např. pro její uložení do "
"proměnné nebo předání jiné funkci jako argument) je třeba použít pomocné "
"příkazy ``call`` nebo ``funcref``::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:789
msgid "Static functions"
msgstr ""
msgstr "Statické funkce"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:791
msgid ""
@@ -1486,10 +1537,13 @@ msgid ""
"access to the instance member variables or ``self``. This is mainly useful "
"to make libraries of helper functions::"
msgstr ""
"Funkce může být deklarována jako statická. Pokud je funkce statická, nemá "
"přístup k členským proměnným instance ani k ``self``. To je užitečné hlavně "
"pro vytváření knihoven pomocných funkcí::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:800
msgid "Statements and control flow"
msgstr ""
msgstr "Příkazy pro řízení běhu programu"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:802
msgid ""
@@ -1497,10 +1551,12 @@ msgid ""
"structures, etc (see below). ``;`` as a statement separator is entirely "
"optional."
msgstr ""
"Příkazy jsou standardní a může to být přiřazení, volání funkce, struktury "
"toku řízení atd. (viz níže). ``;`` jako oddělovač příkazů je zcela nepovinný."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:807
msgid "if/else/elif"
msgstr ""
msgstr "if/else/elif"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:809
msgid ""
@@ -1509,22 +1565,30 @@ msgid ""
"nature of the tab-based indentation, ``elif`` can be used instead of "
"``else``/``if`` to maintain a level of indentation."
msgstr ""
"Jednoduché podmínky se vytvářejí pomocí syntaxe ``if``/``else``/`elif``. "
"Závorky kolem podmínek jsou povoleny, ale nejsou povinné. Vzhledem k povaze "
"odsazení na základě tabulátoru lze pro zachování úrovně odsazení použít "
"místo ``else``/``if`` ``elif``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:823
msgid "Short statements can be written on the same line as the condition::"
msgstr ""
msgstr "Krátké příkazy lze psát na stejném řádku jako podmínku::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:830
msgid ""
"Sometimes, you might want to assign a different initial value based on a "
"boolean expression. In this case, ternary-if expressions come in handy::"
msgstr ""
"Někdy můžete chtít přiřadit jinou počáteční hodnotu na základě logického "
"výrazu. V takovém případě se hodí tzv. ternární if výrazy::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:839
msgid ""
"Simple loops are created by using ``while`` syntax. Loops can be broken "
"using ``break`` or continued using ``continue``:"
msgstr ""
"Jednoduché cykly se vytvářejí pomocí syntaxe ``while``. Cykly lze přerušit "
"pomocí ``break`` nebo v nich pokračovat pomocí ``continue``:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:850
msgid ""
@@ -1533,6 +1597,10 @@ msgid ""
"loop variable. When iterating over a dictionary, the *key* is stored in the "
"loop variable."
msgstr ""
"Pro cykly s pevným počtem opakování, například průchod polem nebo tabulkou, "
"se používá smyčka ``for``. Při průchodu polem je aktuální prvek pole uložen "
"v proměnné cyklu. Při průchodu slovníkem je v proměnné cyklu uložen aktuální "
"*klíč*."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:885
msgid ""
@@ -1540,36 +1608,41 @@ msgid ""
"equivalent of the ``switch`` statement found in many other languages, but "
"offers some additional features."
msgstr ""
"Příkaz ``match`` slouží k větvení provádění programu. Je to ekvivalent "
"příkazu ``switch``, který se vyskytuje v mnoha jiných jazycích, ale nabízí "
"některé další vlastnosti."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:888
msgid "Basic syntax::"
msgstr ""
msgstr "Základní syntaxe::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:899
msgid "**Crash-course for people who are familiar with switch statements**:"
msgstr ""
msgstr "**Kurz pro lidi, kteří znají příkazy switch**:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:901
msgid "Replace ``switch`` with ``match``."
msgstr ""
msgstr "Nahraďte ``switch`` příkazem ``match``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:902
msgid "Remove ``case``."
msgstr ""
msgstr "Odstraňte ``case``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:903
msgid ""
"Remove any ``break``\\ s. If you don't want to ``break`` by default, you can "
"use ``continue`` for a fallthrough."
msgstr ""
"Odstraňte všechny ``break``. Pokud nechcete ``break`` ve výchozím nastavení, "
"můžete použít ``continue`` pro přerušení."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:904
msgid "Change ``default`` to a single underscore."
msgstr ""
msgstr "Změňte ``default`` na jedno podtržítko."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:907
msgid "**Control flow**:"
msgstr ""
msgstr "**Pořadí vyhodnocování**:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:909
msgid ""
@@ -1578,10 +1651,14 @@ msgid ""
"below the ``match`` statement. You can use ``continue`` to stop execution in "
"the current block and check for an additional match in the patterns below it."
msgstr ""
"Vzory jsou vyhodnocovány shora dolů. Pokud vzor vyhovuje, provede se jemu "
"odpovídající blok. Poté se pokračuje ve vykonávání pod příkazem ``match``. "
"Pomocí příkazu ``continue`` můžete zastavit provádění v aktuálním bloku a "
"kontrolovat další shodu ve vzorech pod aktuálním blokem."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:913
msgid "There are 6 pattern types:"
msgstr ""
msgstr "Typově existuje 6 vzorů:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:925
msgid "Constant pattern"
@@ -1589,7 +1666,7 @@ msgstr "Konstantní vzor"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:916
msgid "Constant primitives, like numbers and strings::"
msgstr ""
msgstr "Prosté konstanty, jako jsou čísla a řetězce::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:937
msgid "Variable pattern"
@@ -1597,25 +1674,27 @@ msgstr "Variabilní vzor"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:928
msgid "Matches the contents of a variable/enum::"
msgstr ""
msgstr "Porovnává obsah proměnné/výčtového typu (enum)::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:951
msgid "Wildcard pattern"
msgstr ""
msgstr "Vzor zástupného znaku"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:940
msgid "This pattern matches everything. It's written as a single underscore."
msgstr ""
msgstr "Tento vzor vyhovuje všemu. Zapisuje se jedním podtržítkem."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:942
msgid ""
"It can be used as the equivalent of the ``default`` in a ``switch`` "
"statement in other languages::"
msgstr ""
"Lze jej použít jako ekvivalent ``default`` v příkaze ``switch`` z jiných "
"jazyků::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:964
msgid "Binding pattern"
msgstr "Vazebný vzor"
msgstr "Spojovací vzor"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:954
msgid ""
@@ -1623,77 +1702,92 @@ msgid ""
"matches everything - and also gives that value a name. It's especially "
"useful in array and dictionary patterns::"
msgstr ""
"Spojovací vzor zavádí novou proměnnou. Podobně jako vzor zástupného znaku "
"vyhovuje všemu a navíc odpovídající hodnotu pojmenovává. Je to obzvláště "
"důležité pro vzory pole a slovníku::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:985
msgid "Array pattern"
msgstr ""
msgstr "Vzor pole"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:967
msgid ""
"Matches an array. Every single element of the array pattern is a pattern "
"itself, so you can nest them."
msgstr ""
"Porovnává pole. Každý jednotlivý prvek pole je sám o sobě vzorem takže je "
"možné vzory vnořovat."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:969
msgid ""
"The length of the array is tested first, it has to be the same size as the "
"pattern, otherwise the pattern doesn't match."
msgstr ""
"Nejprve se testuje délka pole, která musí být stejná jako velikost vzoru, "
"jinak vzor nevyhovuje."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:971
msgid ""
"**Open-ended array**: An array can be bigger than the pattern by making the "
"last subpattern ``..``."
msgstr ""
"**Pole s otevřeným koncem**: Pole může být delší než vzor, když jako "
"poslední dílčí vzor použijeme ``...``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:973
msgid "Every subpattern has to be comma-separated."
msgstr ""
msgstr "Každý dílčí vzor musí být oddělen čárkou."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1012
msgid "Dictionary pattern"
msgstr ""
msgstr "Vzor slovníku"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:988
msgid ""
"Works in the same way as the array pattern. Every key has to be a constant "
"pattern."
msgstr ""
msgstr "Funguje stejně jako vzor pole. Každý klíč musí být konstantní vzor."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:990
msgid ""
"The size of the dictionary is tested first, it has to be the same size as "
"the pattern, otherwise the pattern doesn't match."
msgstr ""
"Nejprve se testuje velikost slovníku, která musí být stejná jako velikost "
"vzoru, jinak vzor testování nevyhovuje."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:992
msgid ""
"**Open-ended dictionary**: A dictionary can be bigger than the pattern by "
"making the last subpattern ``..``."
msgstr ""
"**Slovník s otevřeným koncem**: Slovník může být větší než vzor, když jako "
"poslední dílčí vzor použijeme ``...``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:994
msgid "Every subpattern has to be comma separated."
msgstr ""
msgstr "Každý dílčí vzor musí být oddělen čárkou."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:996
msgid ""
"If you don't specify a value, then only the existence of the key is checked."
msgstr ""
msgstr "Pokud hodnotu nezadáte, kontroluje se pouze existence klíče."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:998
msgid "A value pattern is separated from the key pattern with a ``:``."
msgstr ""
msgstr "Vzor hodnoty je od vzoru klíče oddělen znakem ``:``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1025
msgid "Multiple patterns"
msgstr ""
msgstr "Násobné vzory"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1015
msgid ""
"You can also specify multiple patterns separated by a comma. These patterns "
"aren't allowed to have any bindings in them."
msgstr ""
"Můžete zadat i více vzorů oddělených čárkou. Tyto vzory nesmějí obsahovat "
"žádné spojovací vzory."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1028
msgid "Classes"
@@ -1705,6 +1799,10 @@ msgid ""
"reference them using the file's path, using either a relative or an absolute "
"path. For example, if you name a script file ``character.gd``::"
msgstr ""
"Ve výchozím nastavení jsou všechny soubory skriptů nepojmenovanými třídami. "
"V takovém případě se na ně můžete odkazovat pouze pomocí cesty k souboru, a "
"to buď pomocí relativní, nebo absolutní cesty. Pokud například pojmenujete "
"soubor skriptu ``character.gd``::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1043
msgid ""
@@ -1713,6 +1811,10 @@ msgid ""
"optional comma followed by a path to an image, to use it as an icon. Your "
"class will then appear with its new icon in the editor::"
msgstr ""
"Místo toho můžete třídu pojmenovat a zaregistrovat ji jako nový typ v "
"editoru Godot. K tomu slouží klíčové slovo ``class_name``. Můžete přidat "
"volitelnou čárkou oddělenou cestou k obrázku, abyste ho mohli použít jako "
"ikonu. Vaše třída se pak v editoru objeví s touto novou ikonou::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1057
msgid ""
@@ -1721,10 +1823,14 @@ msgid ""
"script is part of an *enabled* editor plugin. See :ref:`doc_making_plugins` "
"for more information."
msgstr ""
"Pokud je skript umístěn v adresáři ``res://addons/``, ``class_name`` "
"způsobí, že se uzel zobrazí v dialogovém okně **Vytvořit nový uzel** pouze v "
"případě, že je skript součástí *povoleného* zásuvného modulu editoru. Více "
"informací naleznete v :ref:`doc_making_plugins`."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1062
msgid "Here's a class file example:"
msgstr ""
msgstr "Zde je příklad souboru třídy:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1084
msgid ""
@@ -1735,46 +1841,56 @@ msgid ""
"of thread safety, since scripts can be initialized in separate threads "
"without the user knowing."
msgstr ""
"Syntaxe třídy Godot je kompaktní: může obsahovat pouze členské proměnné nebo "
"funkce. Můžete používat statické funkce, ale ne statické členské proměnné. "
"Stejně tak engine inicializuje proměnné při každém vytvoření instance, a to "
"včetně polí a slovníků. To je v duchu bezpečnosti vláken, protože skripty "
"mohou být inicializovány v samostatných vláknech, aniž by o tom uživatel "
"věděl."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1092
msgid "Inheritance"
msgstr ""
msgstr "Dědičnost"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1094
msgid "A class (stored as a file) can inherit from:"
msgstr ""
msgstr "Třída (uložená jako soubor) může dědit z:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1096
msgid "A global class."
msgstr ""
msgstr "Globální třídy."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1097
msgid "Another class file."
msgstr ""
msgstr "Dalšího souboru třídy."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1098
msgid "An inner class inside another class file."
msgstr ""
msgstr "Vnitřní třídy uvnitř jiného souboru třídy."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1100
msgid "Multiple inheritance is not allowed."
msgstr ""
msgstr "Vícenásobné dědění není povoleno."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1102
msgid "Inheritance uses the ``extends`` keyword::"
msgstr ""
msgstr "Dědičnost používá klíčové slovo ``extends``::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1114
msgid ""
"To check if a given instance inherits from a given class, the ``is`` keyword "
"can be used::"
msgstr ""
"Chcete-li zjistit, zda daná instance dědí z dané třídy, můžete použít "
"klíčové slovo ``is``::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1126
msgid ""
"To call a function in a *parent class* (i.e. one ``extend``-ed in your "
"current class), prepend ``.`` to the function name::"
msgstr ""
"Chcete-li zavolat funkci v *rodičovské třídě* (tj. ve třídě, kterou "
"``extend``-ed (rozšířila) aktuální třída), přidejte k názvu funkce ``.``::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1131
msgid ""
@@ -1783,6 +1899,10 @@ msgid ""
"call them, you can prefix them with ``.`` (like the ``super`` keyword in "
"other languages)::"
msgstr ""
"To je užitečné zejména proto, že funkce v rozšiřujících třídách nahrazují "
"funkce se stejným názvem ve svých rodičovských třídách. Pokud je přesto "
"chcete volat, můžete jim dát předponu ``.`` (podobně jako klíčové slovo "
"``super`` v jiných jazycích)::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1139
msgid ""
@@ -1791,10 +1911,14 @@ msgid ""
"are called in all parent classes automatically. There is no need to call "
"them explicitly when overloading them."
msgstr ""
"Výchozí funkce jako ``_init`` a většina oznámení, jako ``_enter_tree``, "
"``_exit_tree``, ``_process``, ``_physics_process`` atd., jsou volány ve "
"všech rodičovských třídách automaticky. Při jejich přetěžování je není třeba "
"explicitně volat."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1146
msgid "Class constructor"
msgstr ""
msgstr "Konstruktor třídy"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1148
msgid ""
@@ -1803,6 +1927,9 @@ msgid ""
"automatically when inheriting a class. So, there is usually no need to call "
"``._init()`` explicitly."
msgstr ""
"Konstruktor třídy volaný při tvorbě jejich instancí se jmenuje ``_init``. "
"Jak již bylo zmíněno, konstruktory rodičovských tříd se v třídách potomků "
"volají automaticky. Obvykle tedy není třeba volat ``._init()`` explicitně."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1153
msgid ""
@@ -1810,14 +1937,17 @@ msgid ""
"some_func``, if the constructor from the inherited class takes arguments, "
"they are passed like this::"
msgstr ""
"Na rozdíl od volání běžné funkce, jako ve výše uvedeném příkladě s ``."
"some_func``, se případné argumenty rodičovskému konstruktoru předávají "
"takto::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1160
msgid "This is better explained through examples. Consider this scenario::"
msgstr ""
msgstr "To se lépe vysvětluje na příkladech. Vezměme si tento scénář:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1183
msgid "There are a few things to keep in mind here:"
msgstr ""
msgstr "Je třeba mít na paměti několik věcí:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1185
msgid ""
@@ -1826,40 +1956,55 @@ msgid ""
"gd``) *must* define ``_init`` as well and pass appropriate parameters to "
"``_init`` from ``State.gd``."
msgstr ""
"Pokud zděděná (rodičovská) třída (``State.gd``) definuje konstruktor "
"``_init``, který přijímá argumenty (v tomto případě ``e``), pak dědící třída "
"tj. potomek (``Idle.gd``) *musí* definovat také ``_init`` a předat příslušné "
"parametry rodičovskému konstruktoru ``_init`` třídy ``State.gd``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1188
msgid ""
"``Idle.gd`` can have a different number of arguments than the parent class "
"``State.gd``."
msgstr ""
"``Idle.gd`` může mít jiný počet argumentů než rodičovská třída ``State.gd``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1189
msgid ""
"In the example above, ``e`` passed to the ``State.gd`` constructor is the "
"same ``e`` passed in to ``Idle.gd``."
msgstr ""
"Ve výše uvedeném příkladu je ``e`` předané konstruktoru ``State.gd`` stejné "
"``e`` předané konstruktoru ``Idle.gd``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1191
#, fuzzy
msgid ""
"If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to "
"pass some value to the ``State.gd`` parent class, even if it does nothing. "
"This brings us to the fact that you can pass literals in the base "
"constructor as well, not just variables. eg.::"
"constructor as well, not just variables, e.g.::"
msgstr ""
"Pokud nemá konstruktor ``_init`` třídy ``Idle.gd`` žádné argumenty, musí "
"stále předávat určitou hodnotu nadřazené třídě ``State.gd``, a to i když by "
"nedělal nic jiného. Tím se dostáváme k faktu, že základnímu konstruktoru lze "
"předávat i literály, nejen proměnné. např.::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1201
msgid "Inner classes"
msgstr ""
msgstr "Vnitřní třídy"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1203
msgid ""
"A class file can contain inner classes. Inner classes are defined using the "
"``class`` keyword. They are instanced using the ``ClassName.new()`` function."
msgstr ""
"Soubor třídy může obsahovat vnitřní třídy. Vnitřní třídy se definují pomocí "
"klíčového slova ``class``. Jejich instance se vytváříí pomocí ``Jménotřídy."
"new()``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1228
msgid "Classes as resources"
msgstr ""
msgstr "Třídy jako zdroje"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1230
msgid ""
@@ -1869,19 +2014,23 @@ msgid ""
"of a loaded class resource is done by calling the ``new`` function on the "
"class object::"
msgstr ""
"Třídy uložené jako soubory se považují za :ref:`zdroje<class_GDScript>`. "
"Přistupovat k nim lze po jejich načtení z disku. K tomu slouží funkce "
"``load`` nebo ``preload`` (viz níže). Vytvoření instance třídy načteného "
"zdroje se provádí voláním funkce ``new`` na objektu této třídy::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1247
msgid "Exports"
msgstr ""
msgstr "Exporty"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1251
msgid ""
"Documentation about exports has been moved to :ref:`doc_gdscript_exports`."
msgstr ""
msgstr "Dokumentace o exportech byla přesunuta do :ref:`doc_gdscript_exports`."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1254
msgid "Setters/getters"
msgstr ""
msgstr "Setters/getters"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1256
msgid ""
@@ -1889,12 +2038,17 @@ msgid ""
"whatever reason. It may also be desired to encapsulate its access in some "
"way."
msgstr ""
"Často je užitečné vědět, že se členská proměnná třídy z nějakého důvodu "
"změní. Může být také žádoucí nějakým způsobem zapouzdřit (rozuměj omezit) "
"přístup k ní."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1259
msgid ""
"For this, GDScript provides a *setter/getter* syntax using the ``setget`` "
"keyword. It is used directly after a variable definition:"
msgstr ""
"K tomu účelu GDScript nabízí syntaxi *setter/getter* pomocí klíčového slova "
"``setget``. Používá se přímo za definicí proměnné:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1266
msgid ""
@@ -1905,10 +2059,16 @@ msgid ""
"``variable`` is accessed, the *getter* function (``getterfunc`` above) must "
"``return`` the desired value. Below is an example::"
msgstr ""
"Kdykoli je hodnota ``proměnné`` změněna *externím* zdrojem (tj. ne lokálním "
"použitím ve třídě), zavolá se funkce *setter* (``setterfunc`` výše). To se "
"stane *předtím*, než se změní hodnota. Funkce *setter* musí rozhodnout, co s "
"novou hodnotou udělá. A naopak, když se přistupuje k ``proměnné``, musí "
"funkce *getter* (``getterfunc`` výše) ``vrátit`` požadovanou hodnotu. Níže "
"je uveden příklad::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282
msgid "Either of the *setter* or *getter* functions can be omitted::"
msgstr ""
msgstr "Lze vynechat kteroukoli z funkcí *setter* nebo *getter* ::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1289
msgid ""
@@ -1916,16 +2076,21 @@ msgid ""
"<doc_gdscript_exports>` to the editor in tool scripts or plugins, for "
"validating input."
msgstr ""
"Settery a gettery jsou užitečné při :ref:`exportování proměnných "
"<doc_gdscript_exports>` do editoru ve skriptech nástrojů nebo zásuvných "
"modulů pro ověřování vstupů."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1292
msgid ""
"As said, *local* access will *not* trigger the setter and getter. Here is an "
"illustration of this:"
msgstr ""
"Jak již bylo řečeno, *lokální* přístup *nespustí* setter a getter. Zde je "
"příklad:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1309
msgid "Tool mode"
msgstr ""
msgstr "Tool mode"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1311
msgid ""
@@ -1935,10 +2100,15 @@ msgid ""
"doing so). For this, the ``tool`` keyword exists and must be placed at the "
"top of the file::"
msgstr ""
"Ve výchozím nastavení se skripty v editoru nespouštějí a lze měnit pouze "
"exportované vlastnosti. V některých případech je všaj žádoucí, aby se uvnitř "
"editoru spustily (pokud neiniciují herní kód nebo se tomu ručně vyhýbají). "
"Pro tyto účely existuje klíčové slovo ``tool``, které musí být umístěno na "
"začátek souboru::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1325
msgid "See :ref:`doc_running_code_in_the_editor` for more information."
msgstr ""
msgstr "Více informací naleznete v :ref:`doc_running_code_in_the_editor`."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1327
msgid ""
@@ -1946,10 +2116,14 @@ msgid ""
"script (especially the script's owner itself). As tool scripts run their "
"code in the editor, misusing them may lead to crashing the editor."
msgstr ""
"Buďte opatrní při uvolňování uzlů pomocí ``queue_free()`` nebo ``free()`` ve "
"skriptech nástrojů (zejména u vlastníka skriptu). Protože skripty nástrojů "
"spouštějí svůj kód v editoru, může jejich nesprávné použití vést k pádu "
"editoru."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1333
msgid "Memory management"
msgstr ""
msgstr "Správa paměti"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1335
msgid ""
@@ -1961,6 +2135,14 @@ msgid ""
"reference cycles that can't be freed, a :ref:`class_WeakRef` function is "
"provided for creating weak references. Here is an example:"
msgstr ""
"Pokud třída dědí z :ref:`class_Reference`, budou instance uvolněny, jakmile "
"se již nebudou používat. Neexistuje žádný garbage collector, pouze počítání "
"referencí. Ve výchozím nastavení všechny třídy, které nedefinují dědičnost, "
"dědí z **Reference**. Pokud to není žádoucí, pak musí třída dědit :ref:"
"`class_Object` ručně a musí volat ``instance.free()``. Aby se předešlo "
"referenčním cyklům, které nelze uvolnit, je k dispozici funkce :ref:"
"`class_WeakRef` pro vytváření tzv. weak referencí (neuvažují se př itestu "
"uvolnění instance). Zde je příklad:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1357
msgid ""
@@ -1968,6 +2150,8 @@ msgid ""
"``is_instance_valid(instance)`` can be used to check if an object has been "
"freed."
msgstr ""
"Pokud se nepoužívají reference, lze ke kontrole, zda byl objekt uvolněn, "
"použít příkaz ``is_instance_valid(instance)``."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1364
msgid "Signals"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -290,10 +290,10 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:250
msgid ""
"Typed GDScript and dynamic GDScript can coexist in the same project. But I "
"recommend to stick to either style for consistency in your codebase, and for "
"your peers. It's easier for everyone to work together if you follow the same "
"guidelines, and faster to read and understand other people's code."
"Typed GDScript and dynamic GDScript can coexist in the same project. But "
"it's recommended to stick to either style for consistency in your codebase, "
"and for your peers. It's easier for everyone to work together if you follow "
"the same guidelines, and faster to read and understand other people's code."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:256

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -95,7 +95,6 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:41
#, fuzzy
msgid ""
"We also want to ensure that the game scales consistently on different-sized "
"screens, so in the project settings go to **Display**, then click on "
@@ -103,9 +102,12 @@ msgid ""
"**Aspect** to ``keep``."
msgstr ""
"Chceme také zajistit, aby hra odpovídala původnímu měřítku na obrazovkách "
"různých velikostí, takže v nastavení projektu přejděte na *Display*, poté "
"klikněte na *Window*. V možnostech *Stretch* nastavte *Mode* na \"2d\" a "
"*Aspect* na \"keep\"."
"různých velikostí, takže v nastavení projektu přejděte na **Display**, poté "
"klikněte na **Window**. V možnostech **Stretch** nastavte **Mode** na ``2d`` "
"a **Aspect** na ``keep``.Chceme také zajistit, aby hra odpovídala původnímu "
"měřítku na obrazovkách různých velikostí, takže v nastavení projektu "
"přejděte na **Display**, poté klikněte na **Window**. V možnostech "
"**Stretch** nastavte **Mode** na ``2d`` a **Aspect** na ``keep``."
#: ../../docs/getting_started/step_by_step/exporting.rst:45
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"POT-Creation-Date: 2021-07-13 14:01+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"
@@ -227,7 +227,6 @@ msgstr ""
"AssetLib."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:120
#, fuzzy
msgid ""
"You'll use the **2D workspace** for all types of games. In addition to 2D "
"games, the 2D workspace is where you'll build your interfaces. Press :kbd:"
@@ -235,19 +234,18 @@ msgid ""
msgstr ""
"Pracovní plochu **2D** budete používat pro všechny typy her. Kromě 2D her je "
"2D pracoviště také místem, kde budete vytvářet uživatelské rozhraní pro vaše "
"hry. Pro rychlý přístup stiskněte klávesy :kbd:`F1` (nebo :kbd:`Alt + 1` v "
"systému MacOS) ."
"hry. Pro rychlý přístup stiskněte klávesy :kbd:`Ctrl+F1` (nebo :kbd:`Alt + "
"1` v systému MacOS)."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:126
#, fuzzy
msgid ""
"In the **3D workspace**, you can work with meshes, lights, and design levels "
"for 3D games. Press :kbd:`Ctrl + F2` (or :kbd:`Alt + 2` on macOS) to access "
"it."
msgstr ""
"Na **3D** pracovní ploše můžete pracovat s mřížkou a osvětlením při návrhu "
"úrovní pro 3D hry. Otevřete ji stisknutím klávesy :kbd:`F2` (nebo :kbd:`Alt "
"+ 2` v systému MacOS) ."
"úrovní pro 3D hry. Otevřete ji stisknutím klávesy :kbd:`Ctrl + F2` (nebo :"
"kbd:`Alt + 2` v systému MacOS) ."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:131
msgid ""
@@ -269,13 +267,13 @@ msgstr ""
msgid ""
"The **Script** workspace is a complete code editor with a debugger, rich "
"auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :"
"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the "
"reference."
"kbd:`Alt + 3` on macOS) to access it, and :kbd:`F1` (or :kbd:`Alt + Space` "
"on macOS) to search the reference."
msgstr ""
"Pracovní plocha **Skript** je kompletní editor kódu s debuggerem, bohatým "
"automatickým dokončováním a vestavěnou referenční dokumentací Stiskněte :kbd:"
"`F3` (nebo :kbd:`Alt + 3` v systému MacOS) pro přístup na plochu a :kbd:`Alt "
"+ F1` pro hledání v referenční dokumentaci."
"automatickým dokončováním a vestavěnou referenční dokumentací. Stiskněte :"
"kbd:`Ctrl + F3` (nebo :kbd:`Alt + 3` v systému MacOS) pro přístup na plochu "
"a :kbd:`Shift + F1` pro hledání v referenční dokumentaci."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:144
msgid ""

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